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Synchro Frame [OOC/PG-16+/Not Started/Accepting]


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Opening Theme: Blazing- GARNiDELiA


Ending Theme- Blue Skies- Hiroshi Okubo, Stephanie Cooke



~Tactical Roleplay Arsenal Productions presents~


~A Zai Mecha Anime Roleplay~


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~Original Concept by: Zai~


~Hosted by: Zai, Nai~


~Mechanical Designs by: Zai, Keto, The Players~


~Logo by: Aix~



[spoiler= Terms, Information, and Rules]
[spoiler=What is Synchro Frame?]Synchro Frame, or SF for short, is a military science fiction roleplay. Inspired by the mecha anime of the 1980's, 90's, and 00's, Synchro Frame takes place on an alternate, future Earth. With the planet ravished by warfare and pollution, much of the human race has migrated to the skies, living in massive floating habitats called Shells. Left to fend for themselves on the surface and oppressed by the Shells' government, those left behind have begun to wage war upon those living in the skies. Both sides of the war make use of advanced humanoid weapons known as Combat Frames in battle. Equipped with the revolutionary new Synchronized Control and Response Operating System (SynCHROS) and armed with cutting edge weapons, the most powerful Combat Frames are known as Synchro Frames. The story of Synchro Frame focuses on the Shell Armed Forces Asymmetric Warfare Division’s 1st Tactical Response Armored Platoon, more often simply referred to as TRAP. A motley unit of test pilots, washouts, and eccentrics, TRAP is often called upon for dangerous missions using old, mothballed designs, untested prototypes, and any other equipment that doesn’t quite fit in with the rest of the Shells’ military.


[spoiler=What Can You Expect?]SF is an animesque rp. Specifically one modeled after and paying homage to real robot mecha anime of the 1980's, 1990's, and 00's such as Gundam, Macross, Dragonar, and Dougram. As such, you can expect tropes and themes present in those shows to be present and accounted for here. As you may have already guessed by the PG-16+ rating, this means that the RP's content can and will include adult themes and imagery. As well, both the characters and the giant robots here should be presented as relatively realistic, in keeping with the kind of story that SF is trying to tell. As a result, Nai and myself are going to be looking for certain things when judging applications in regards to both characters and mecha. As a general guideline, staying away from using a large amount of modern anime stereotypes (moe, supernatural abilities, etc) is best, since the RP is geared toward more realistic characters. Though obviously done on a case-by-case basis, Mecha should also follow the same guidelines. Mecha in SF are realistic and militaristic, but still humanoid (for the most part), and as such those traits should work as a general guideline for what we want in mecha designs (reading over the established mecha profiles helps too!). For more specific examples, google image search armored core or frame arms for the types of machines that tend to appear in the setting. Do be prepared to edit your applications several times, as Nai and I are going to be very exacting with what we want from applicants.


[spoiler=Rules & Info]First and foremost, all YCM and RP section rules apply. Other than the obvious, the hosts' word is law here. What we say goes, be it a permanent application denial or edits we may want you to make, and that is final. SF will be structured similarly to a television anime series. The plot will unfold episodically, with each "episode" being denoted by a title card and a link to the RP's current OP. Before applying, it is strongly recommended that you read the OOC's Opening Post in its entirety, as it contains pertinent information about the setting, plot, mecha, and technology of the RP. Like many of my other RPs, I will be running a skype chat for participants of SF. Participation in the Skype chat is mandatory if you wish to join the rp. If myself or another participant in the RP has your contact info, you will be added. If not, please PM your Skype contact information to me on YCM. As well, due to the projected length of the RP’s story, activity is a must. All participants (myself included, despite my usual posting habits) should be prepared to post in the RP at least twice a week, barring extenuating circumstances. Other than that, be sure to have fun!



[spoiler=The Setting]
[spoiler=Overview]Synchro Frame takes place on an alternate, but similar Earth to our own. Landmasses and Nationalities/Ethnicities are, with a few minor exceptions, the same as the real world, and history is, up until the 20th century, identical. Due to the numerous destructive wars and radical political shifts in the SF universe, the world has for the most part lacked a consistent enough period of stability to achieve a rate of technological and cultural advancement as rapid as our own, and as such the world of Synchro Frame much more closely resembles the more cynical, modernist universes depicted in 80's and 90's mecha anime than its 2220 date would otherwise indicate. Of particular note is the lack of space exploration (Despite more than sufficient advances in rocketry to attempt it) as well as the relative absence of nuclear weaponry and power generation. Instead, radical advances in robotics and alternative energy have been made, allowing for a semi-effective solution to the energy crisis, as well as the development of mecha and limited cybernetics.
Due to nearly a century of warfare (and the use of quite a few weapons of mass destruction) the planet’s environment is in shambles. Desertification is a major concern, and those few areas that are still capable of supporting wildlife are plagued by radical weather shifts and a dropping global temperature. In order to survive, roughly half of humanity now lives in giant floating habitats called Shells, while the rest are faced with a choice: struggle to live on the surface, or work the resource plants that feed the Shells raw materials in exchange for food and a place to sleep.


[spoiler=Alternate History]Near the end of the twentieth century, the cold war between the United States and the Soviet Union became a hot one, causing global devastation and millions of deaths as the communist and capitalist power blocs vied for control. Like the first world war, this Third World War ultimately ended in a stalemate, with both superpowers’ economies in shambles and armed forces depleted thanks to over a decade of continuous fighting. Though the world settled into a period of relative peace following the war, it was not to last.
Thanks to a combination of overpopulation, competition over natural resources, and old grudges, both superpowers and their respective allies would once again wage war upon one another in the year 2062. Though it started as a simple border dispute in a satellite nation, the conflict quickly spiraled out of control. Ultimately, this fourth world war (often called the Last War) would become the most destructive war in human history, costing over a billion lives as both power blocs fought each other on all 7 continents over a period of over 20 years. All sides involved made use of horrifying biological, chemical, and even tactical nuclear weapons, and as the war became one of attrition, blasted one another back technologically using scorched earth tactics.
By the end of it all, the Last War had seen the utter ruin of the Earth’s ecosystem (due to both widespread combat and pollution caused by the massive buildup of wartime industries) and soon afterward many of the world’s nations collapsed under the strain of the economic and environmental disaster. The following decades were a time of chaos and struggle as borders eroded and refugees flooded the few remaining stable territories.

Modern society continued to erode at a steady rate until the year 2105, when an India-led coalition of United Nations member states declared worldwide martial law in order to stave off total anarchy. Though many rallied to the coalition’s banner, others resisted, and as a result it wasn’t until the year 2114 that worldwide order was, for the most part, restored. Despite bringing much of the world under control, however, the desertification of the planet, as well as a worldwide energy crisis were a constant threat to stability. Thankfully, it wasn’t long before a solution was devised.


[spoiler=The Shells] Enter Dr. Anton Seidrich: theoretical physicist, humanitarian, and avid science fiction fan. An expert in magnetism, Seidrich spent years attempting to prove the existence of fluid, easily malleable magnetic fields. In 2118, his research at last bore the fruit that would revolutionize science and technology: the Seidrich Magnetic Field, or S-field for short. In the wake of this discovery, Dr. Seidrich and his colleagues quickly approached the coalition with the design for what would eventually come to be known as the Seidrich Tesla Drive (ST Drive for short), and an idea...
That idea was the Shells: massive habitats, powered by ST Drives, that would provide a stable environment for humanity by floating in the sky some fifteen kilometers above the ground, where the air was clean and those within could be made safe and provided for. In desperate need of some form of stability, the coalition’s leaders agreed, and construction began in earnest. Ultimately, 30 Shells, each capable of sheltering millions of inhabitants, were be constructed, however with delays in the assembly of support structures and Dr. Seidrich’s death over a decade before the system’s scheduled completion, this number was eventually reduced to 27. Still despite the setbacks, in 2140, the last of the Shells: Shell Eden, ascended, and with it the coalition formally merged all of its member states and rebranded itself the Shell Coalition, ostensibly bringing the entire world under one banner at long last.

Unfortunately, all was not well with the new system. The limited living space on the Shells and the need for raw materials to feed their on-board fabrication systems forced roughly half of humanity to remain behind on the surface. Though there were at first attempts by the Shell Coalition to build livable, modern settlements for those that worked the plants, including the construction of numerous habitation domes and several underground settlements, the surface had now become too inhospitable to support them, and these efforts were largely abandoned by 2150.


[spoiler=SAF] As time passed, the Shell Coalition government felt less inclined to care about the wellbeing of those left behind on the surface. While there was occasionally a token humanitarian effort or talk of constructing further Shells, for the most part Terrans, as they eventually came to be called, were given one of two choices: work the plants and operate the elevators in exchange for what food and shelter could be provided, or fend for themselves in the wastes and decaying ruins of pre-Last War civilization.

This inequality persisted for decades. While the population living in the Shells enjoyed an idyllic, cosmopolitan lifestyle, Terrans suffered terribly in the harsh conditions, either working increasingly draconian shifts in the plants as the Shells’ populations grew and their need for raw materials increased, or braving the wastelands. Naturally, tensions began to rise as the increasingly malcontent surface population began to chafe under The Shell Coalition's rule, and eventually rioting broke out on the surface, threatening to disrupt the supply of raw materials to the Shells. In order to maintain order and ensure the stability of the Shell System, the Shell Coalition reorganized its atrophied military and formed The Shell Armed Forces (SAF, in common parlance). SAF's stated goal was to bring peace to the surface by any means necessary, however at first it was largely unable to accomplish this with its limited resources and hopelessly outdated, Last War-era weaponry. In order to bring the surface under control, it was decided that a new, modern weapon was needed. It was a small, family-owned firearms manufacturer, Drachenmoore Armaments, who would ultimately create that weapon, and in 2164, the first Combat Frame, as their humanoid walker design came to be known, was unveiled. Though initially laughed at, Drachenmoore’s new weapon immediately proved its effectiveness in combat on the surface, and within a few short months became the mainstay of SAF’s forces (and made Drachenmoore Armaments very, very rich).
With the advent of the Combat Frame, SAF was able to exert a much greater degree of control over the populace on the ground, quelling the rioting and bringing many regions completely under SAF hegemony. Those who resisted were either rooted out or escaped deep into the wastes, where they made contact with the remnants of those nations that the coalition had been unable to bring into the fold. For a time, there was peace, but a storm was brewing.


[spoiler=War]
Fast forward to the year 2194. SAF had now solidified its position on the surface, maintaining a tight grip over the areas it controlled, but leaving those sectors the Shell Coalition deemed “unimportant” largely to their own devices. Conditions in SAF-controlled areas were often harsh, (the Shell Coalition having dropped the pretense since the Terrans’ first attempt at rebellion), with SAF forcing the inhabitants to work in resource plants and herding them into collective settlements, where they were more easily controlled. Those who could escape did so, and fled with what supplies they could pilfer to the independent zones, where with the help of other Terran exiles they built underground and domed settlements using the remains of the Coalition’s unfinished habitation projects of decades past. These independent areas quickly became hotbeds for anti-SAF sentiment, and soon many of them became home bases for small armed rebel groups, who began to strike back against SAF interests on the ground. Styling themselves freedom fighters, these rebels began building up a cohesive network of allied but independent paramilitary organizations, stealing war materials from SAF and, with the help of some enterprising individuals, eventually fabricating their own weapons (including combat frames and mobile fortresses) in order to combat SAF's military forces and attempt to free their oppressed compatriots. As the years wore on, these guerrilla movements became more commonplace, and their actions more overt, with skirmishes between SAF military units and comparably armed rebel forces becoming increasingly common. Eventually, the insurgents grew bold enough to sabotage and launch strikes against the Shells directly. Naturally, this caused conditions on the ground to further deteriorate. With SAF having to commit more and more resources to rooting out the insurgents, their control of the ground began to weaken, and the situation became increasingly violent and unstable. Then, in 2215, it all came to a head.

At the time, the city of San Loma was one of the largest and most prosperous settlements on the surface. Unique in the fact that it was a more typical, above-ground city, San Loma had been able to remain independent and self sufficient thanks to its stable location in North America and its agricultural production, and it could be said that it was on its way to becoming a power on the surface. However, at that time San Loma was also a hotbed of anti-Saf sentiment, and it had become apparent to SAF intelligence that Terra Firma, one of the most radical and violent of the guerrilla movements, had begun using San Loma as a base of operations. In order to root the group out, SAF, in what by that time had become a typical maneuver, deployed troops and combat frames to the city. No one is quite sure who fired first, but the relatively calm arrival of SAF forces quickly gave way to rioting and full scale combat as Terra Firma’s Combat Frames entered the area.The conflict in San Loma quickly spiraled out of control, and SAF was forced to bomb the city in its entirety to quell the violence, killing hundreds of thousands of Terran civilians and guerrillas alike in the process.

This was the spark that finally lit the powder keg. Using San Loma as a rallying cry, Terra Firma’s membership swelled, and soon the rebel group brought the entirety of the anti-SAF movement across the globe into its fold. With public opinion on the surface firmly and vehemently against SAF, Terra Firma gained manpower, materiel, and public support at such a rapid rate that the paramilitary organization soon became a massive standing army, and ultimately the de facto governing body of the independent territories. The new superpower quickly used its newfound position to formally announce the surface's independence from SAF, and simultaneously declared war against SAF and the Shell Coalition. Opening with a retaliatory bombardment of Shell Eden on January 9th 2216, Terra Firma's assault killed millions, and nearly brought the Shell crashing to Earth. Armed conflict between the two superpowers rapidly spread across the globe, with the Terran’s tenacity and rugged machinery being more than a match for SAF’s numerical superiority.

Fast forward to the year 2220. The war between SAF and Terra Firma has been locked in a deadly stalemate, with neither side able to gain a clear advantage. Though SAF rules the air, and by and large has control of the Eastern Hemisphere, their inability to seize outright victory has allowed Terra Firma to entrench themselves in the west. Thanks in no small part to Stonehenge, a network of massive railcannons located in the former midwestern United States, Terra Firma has been able to dominate the western hemisphere, turning the americas into a veritable fortress of underground bases, factories, and settlements. As well, advances in mecha technology have led to the creation of SynCHROS: the Synchronized Control and Response Operating System. Known as synchro frames, combat frames that make use of this revolutionary control system are capable of incredible performance and response times. Though compatibility with the control system limits their numbers, synchro frames have proven capable of rapidly changing the tide of battle with their advanced weaponry and high performance, and the new mecha are rapidly being adopted by both sides.

 


[spoiler=Plot][spoiler=The Letter]Ensign,

Welcome to TRAP.

The Asymmetric Warfare Division’s 1st Tactical Response Armored Platoon. The cool people call us TRAP. We’re not your normal squad of frame pilots. Part of that’s intentional. See, TRAP is supposed to provide a place for atypical or untested equipment to see combat, without the headache of including it in regular force organization. It's also supposed to be a second-line unit; not an assignment you want if you’re looking to see combat.

On paper, that is.

The truth, as you’ve probably guessed, is quite a bit different. Now, normally I wouldn’t be this direct, but given who you are (and that little hiccup involving your enlistment papers that i’m so graciously overlooking), I feel like you should know what you’re getting yourself into.

Command doesn’t like us, and we don’t like them. We go where we’re needed, whether they want us to or not, and we get the job done, red tape or no red tape. I’m sure Lauren told you a thing or two as well, so I’ll save the specifics.

The point here is that this isn’t going to be a picnic. I know why you wanted the assignment (and you’re not the only one, for the record), but while you’re with us, your job and your team come first. Don’t forget that.

I’ve made sure this letter gets to you without the censors getting a look at it first. I stuck my neck out for you on this one, kid. Don’t make me regret it.

-LtCdr. Gavin Decker, 1st Tactical Response Armored Platoon

P.S. Don’t worry about what your paperwork says, I’ll brief the rest of the team to make things a bit easier on you.



The Asymmetric Warfare Division’s 1st Tactical Response Armored Platoon, more commonly called TRAP. Though they’re ostensibly a rear line unit tasked with fielding unorthodox equipment, this pack of misfits, washouts, and test pilots is more than it seems. Commanded by the rebellious Captain Thomas Renner, TRAP often acts outside of the regular chain of command, reinforcing SAF’s front lines and going wherever a little extra firepower is needed. Needless to say, TRAP isn’t very highly regarded by SAF high command, but despite that the unit has managed to make quite the name for itself in the nine months since its inception.

Three months ago, however, TRAP suffered a brutal defeat at the hands of one of Terra firma’s most elite units. During the engagement, TRAP’s resident ace pilot, Lieutenant Lauren Vega, was shot down, and the team’s remaining combat frames were all damaged, forcing them to retreat without being able to rescue one of their own. Unaware of their teammate’s ultimate fate, and forced to take leave while their frames and equipment are repaired and overhauled, TRAP’s morale has hit a low.

It is now September 10th, 2220, the day TRAP is scheduled to return to active duty. Aboard their airborne carrier Albatross, the team readies itself, both for the next mission and for new arrivals, who’ve come to fill holes in the roster. Among them is Lt. Vega’s younger brother Leo, a rookie frame pilot who has come to TRAP in an effort to ascertain his older sister’s whereabouts.


[spoiler=Combat Frames]The primary weapon used by both sides of the conflict, Combat Frames (Often shortened to CF or Frame) are 15 meter tall (usually) humanoid mecha. Designed to fill a role similar to both that of infantry and an armored vehicle, combat frames combine the versatility of a soldier with the firepower of a tank. Though originally developed by a weapons firm in the Shells, combat frames are now ubiquitous on the modern battlefield, with various makes and models being deployed on both sides of the war and massive carriers called mobile fortresses being used to house and transport them. Battles between combat frames are fast and intricate, resembling an odd combination of a dogfight between fighter jets, a firefight between soldiers, and a duel between warriors of ancient history, with frames often alternating between melee and ranged combat as battle lines rapidly change. Though each model of combat frame can differ greatly from another, all of them have a few features in common:


  • ST Drives: With very few exceptions, all CFs are powered by an internal, ultracompact Seidrich Tesla Drive. Though highly efficient and cost effective, the use of ionized plasma within an ST Drive often results in a spectacular (and lethal) explosion when enemy fire breaches its protective casing and causes the plasma to bloom.

  • SMS: The Secondary Movement System (SMS for short) is how most CFs achieve their top speed. While older models make use of wheels or treads, and there have been experiments in implemening hoverjets, most contemporary SMS’s make use of Seidrich field-derived magnetic repulsion technology. Put simply, this equipment allows a combat frame to hover just above the ground, greatly decreasing friction and resistance and allowing it to reach much higher speeds. When using an SMS, combat frames often appear to “skate” over the ground, similar to a human on roller blades. As such, movement with the SMS active is almost always referred to as “Skating” by pilots and technicians. There are downsides, of course: movement at such high speeds makes it that much more difficult to keep a frame upright and balanced during complex maneuvers. Newer S-field based systems are even more problematic, as the lack of physical contact with the ground exacerbates this problem and can put undue stress on the frame itself in certain conditions. In laymen's terms, this means that anything more complex than high speed travel in a (relatively) straight line becomes infeasable (and dangerous) without intimate knowledge of the machine's limitations and the piloting skill to compensate for it. As a result, pilots are trained to use their SMS only to quickly move from point A to point B, and only the best of the best are able to "play Frame Hockey" with any degree of success.

  • Thrusters: Though they vary wildly in shape and function, most combat frames mount some kind of rocket thruster somewhere on their bodies, either to increase their running and skating speeds, or enable the frame to jump meters into the air. Some lighter models even make use of their thrusters for limited flight capabilities, though flight-capable frame technology is still very much in its infancy. It should also be noted that the majority of SAF’s frames come equipped with retrorockets for use in airdrop operations, as this is their preferred way of deploying combat frames.
As well, the weapons carried by all combat frames tend to fall into a few basic categories.

  • Conventional: regular weapons ranging from rifles and bazookas to missile pods and melee weapons like vibroswords and knives. These are the most common weapons found on combat frames and almost every type mounts at least one. Though largely rendered obsolete by more technologically advanced weapons systems, conventional weaponry is still the easiest, cheapest way to arm a combat frame.

  • Arc: The first weapon type to make use of the Siedrich effect for combat purposes, arc weapons use projected, linear S-Fields to fire high-powered bursts of electricity. Though arc weapons can cause external damage, their real utility lies in their ability to wreak havoc with the target’s internal systems, making the limbs and equipment of opposing frames useless and starting internal fires in opposing carriers. Arc weapons tend to come in two varieties: Spark cannons, which as their name implies fire bolts of electricity to burn and disable enemy systems, and tasers, which are melee weapons that greatly resemble brass knuckles, or more rarely the taser pistols used by 20th century police.

  • Magnetic: A more advanced type of ranged weapon that makes use of electric current and magnetic rails (or coils, in most rapid-fire designs) to rapidly accelerate projectiles, Magnetic weapons are the bread and butter of the modern combat frame, with most machines’ primary armament being some kind of gauss or rail gun. Though magnetic weapons require more power than a conventional weapon, they pack a more powerful punch, and have largely replaced most conventional weapons in combat frames' stock loadouts.

  • Plasma: The newest and most powerful variety of weapons mounted on combat frames, plasma weapons make use of S-fields to weaponize ionized gasses. Plasma weapons are extremely powerful, able to cause extreme levels of damage to a target thanks to the intense heat and energy of the plasma produced. Though rarely mounted on regular combat frames due to the expense of producing such weapons, Plasma weapons commonly see use on commander’s variants, as well as the high performance synchro frames. Plasma weapons tend to come in the form of either rifles, which fire blasts of plasma (held in within a projected s-field, commonly referred to as a bolt) at a target, or blades, which make use of an S-field to shape the plasma into the form of a blade. When a plasma weapon’s bolt makes contact with a solid surface, the incorporeal S-field containing the plasma moves through the target, while the plasma itself (which has mass) is stopped. Without the S-field to hold it in place, the plasma then “blooms” (expands outward) causing massive amounts of damage to the target. Blades, on the other hand, cause more controlled, localized damage thanks to the plasma within their fields remaining in place. It should also be noted that plasma blades (and bolts, if a pilot is skilled enough) can be parried by another plasma blade, since weapons grade S-fields of that nature are of the same polarity, and therefore repulse one another.
[spoiler= Synchro Frames]Synchro Frames (sometimes referred to as SFs) are special Combat Frames equipped with the Synchronized Control and Response Operating System (SynCROS). A revolutionary control system, the SynCROS reads the pilot’s life signs, brainwaves, and control inputs simultaneously, and through an advanced learning computer, responds at a much faster rate than a regular control system. In addition, SynCROS also feeds the pilot data through the use of a special, laser-based virtual reality display in the cockpit, which melds the pilot’s senses with that of the machine. SynCROS makes Synchro Frames immensely powerful, as this allows them to maneuver and react nearly three times as fast as the average CF. However, SynCROS is notorious for the amount of physical and mental strain it puts on the pilot (and for the tight fitting, specially designed flight suits that need to be worn to use it), and many individuals are simply unable to use the system thanks to the sensory overload. As a result, Synchro Frames are few in number, and many are either test units, or heavily customized machines meant for ace pilots. Despite their rarity though, Synchro Frames have already begun to make a huge impact on the modern battlefield,. With even a small squad of the new machines being able to turn the tide of an engagement.

 


[spoiler=Database]
As the RP progresses, expect the database to be updated with new and revised entries. You will be notified via the skype chat when changes are made.
[spoiler=The Shell System]Shell.jpg

The Shell system is a series of floating habitats made to house roughly half of humanity after the ravaging of the earth by wars and pollution. Governed by the Shell Coalition, each of the 27 Shells houses about 150 million people within it. Shells are mobile, able to fly and maneuver thanks to a series of gargantuan, ST Drive-powered thrusters. Each Shell must dock with an atmospheric elevator to take on supplies and materials every three months. While in flight, Shells routinely hold at a stable altitude of 15 km, avoiding most weather patterns while still staying within the protection provided by the ozone layer. The interior of a Shell is nearly identical to a typical 21st century cityscape, save for the fact that there is an artificial ceiling and weather patterns within the shell are mechanically controlled. Shells also possess agricultural and production zones that produce food and goods for residents from raw materials taken on at the atmospheric elevators.


[spoiler=Atmospheric Elevators]PJvXxhu.jpg
The gargantuan structures that serve as landing pads and lifelines for the Shells, the atmospheric elevators are in some ways more valuable to the Shell Coalition then the Shells themselves. Each of the 13 elevators stands roughly 14.8 Km tall, and is capable of supporting the additional weight of a Shell docked on top of it for an indefinite period of time. The elevators, and by extension the resource plants and communities at their bases, are responsible for feeding the Shells the raw materials and base goods they need to stay in flight, feed their manufacturing plants, and grow food for their populaces. Each Shell routinely docks with an elevator 4 times a year, with the landing and loading schedules staggered so that the 13 elevators can reliably feed all 27 Shells. It takes roughly nine days for a Shell to be completely resupplied, though Shells have landed on the elevators in the past to take on smaller loads of supplies when the need arises. Due to their importance to the Shell Federation's survival, the airspace and territory surrounding the elevators are always heavily guarded by SAF forces, and the communities surrounding them are kept firmly in line by SAF MPs. Since the outbreak of war, 4 of the elevators have fallen into disuse due to their location within dangerous Terra Firma controlled territory, leaving SAF with 9 elevators under its control, including the cluster of 3 pictured above at former coalition GHQ in India. The remaining six are scattered throughout SAF's territories in North and South Africa, Australia, Europe, and Central Asia.


[spoiler=The Shell Coalition]
Formed in the year 2140, The Shell Coalition is the governing body of the Shell System. Controlled by a small parliament of popularly elected officials and high ranking military personnel, the Shell Federation's government most closely resembles the oligarchical governments found in mecha anime, such as Gundam's Earth Federation. Its elite control most of the power, and though its rulers are certainly willing to and capable of imposing totalitarian rule on the populace, the people living in the Shells enjoy a westernized cosmopolitan lifestyle, with civil rights for all living within the Shells and limited self-government on the local level. Though pro-SAF propaganda has a large degree of impact on public opinion, the relative freedom of media in the Shells means that dissenting opinions are, at the very least, tolerated, and though the power of the average citizen is limited, the populace still exercises a degree of control over their leaders. All in all, the Shells' government isn't an ideal system, nor does it try to be. Instead the Shell Federation's focus is on maintaining the panacea of peace, happiness, and order for those in the Shells in order to maintain its control, regardless of the sometimes flagrant infringements in its citizen's civil rights it commits, or the oppression it forces on the surface.

The Coalition’s current head of parliament is Prime Minister Sahaj Maniappan. A hawkish, traditional individual, Maniappan is has been largely responsible for coordinating the SAF response to recent developments on the surface, and is also the Coalition’s public face.


[spoiler=SAF]The Shell Armed Forces, more commonly referred to as SAF, is the military arm of the Shell Federation. Though SAF does operate more traditional infantry units, their primary fighting force consists of combat frames, fighter/bomber aircraft, and the airborne fortresses and carriers that house and maintain them. SAF machines tend to focus on more specific combat roles, unlike the more well-rounded machines operated by Terra Firma, and SAF combat doctrine emphasizes combined arms tactics and strength in numbers. SAF combat frames are lighter, faster machines often geared toward quick, decisive strikes, emphasizing speed, precision, and maneuverability over durability and firepower. As well, SAF pilots have more of a preference for melee combat than their Terra Firma counterparts, with SAF being the first of the two factions to develop plasma melee weaponry.

Despite being beholden to the Shell Coalition’s government, SAF is granted a large degree of autonomy in its operations, and can occasionally act independently from the Shell Coalition itself. Such is this distinction that, in Terra Firma’s official declaration of war, SAF and the Shell Coalition are listed as separate entities. The current commander in chief of SAF is General Samuel Global, a veteran from SAF’s early days. SAF’s uniforms’ colors are dark blue and light grey, and consist of a button down shirt, cap (which isn’t always worn), slacks, and boots. Pilot flight fatigues tend to be grey in color, though pilots with enough clout can request another color if they so choose, as well as decals and roundels for their helmets.


[spoiler=TRAP]The Asymmetric Warfare Division’s 1st Tactical Response Armored Platoon, or TRAP (callsign Wardog), is a unit primarily composed of untested, unused, or otherwise nonstandard combat and synchro frames, meant as a second-line unit for rapid deployment and reinforcement. Since its inception, however, this motley band of misfits, washouts, and test pilots has made a name for itself taking on (and accomplishing) highly dangerous missions in all theaters of the war. Operating out of a prototype airborne carrier, The Albatross, TRAP is able to deploy anywhere in the world in a matter of hours. Though frowned upon by high command for their disregard of the command structure, TRAP is highly regarded by those they’ve served alongside for precisely this same reason. Whether command approves or not, TRAP goes where their comrades need them.

TRAP’s uniforms are identical to SAF’s normal uniforms, save for being adorned with the unit’s logo: A bulldog wearing a muzzle that very closely resembles a closed bear trap.


[spoiler=Terra Firma]Originally a rebel group formed in the city of San Loma, the sheer amount of overwhelming support Terra Firma has received in the wake of San Loma's destruction has morphed the organization into a strange amalgamation of terrorist group, nation state, and army. Unlike the more banal, heavy-handed government of SAF, Terra Firma relies on its radical ideology and populist rhetoric to gain the overwhelming and enthusiastic support of the people on the surface. To the public at large, Terra Firma's men and women are freedom fighters and heroes, waging war for the betterment of mankind and the sovereignty of the oppressed surface. Though Terra Firma takes great pains to maintain this image, the reality is a far harsher one. Terra Firma was and still is, extremely radical, aiming not only to free the surface, but destroy SAF and the Shell System as a whole. Though this stance has been softened by the arrival of more moderate, level-headed minds simply aiming for surface independance, these hardliners remain within all levels of Terra Firma's forces. This combined with the level of zeal Terra Firma's soldiers display has led to acts that could be considered war crimes in combat as well as several morally questionable acts on the part of Terra Firma itself, including the constant threat of bombardment on the Shells themselves with heavy surface artillery, as well as the construction of the superweapon Stonehenge.

Despite its smaller numbers when compared to SAF, Terra Firma has managed to hold its own in the war thanks to a combination of innovative technologies and talented. motivated personnel. The vast majority of Terra Firma’s fighting force is composed of combat frames and mobile fortresses: the massive machines that act as both carriers and military bases for Terra Firma. Terra Firma machines tend to focus on versatility, making the most out of each individual piece of equipment. Terra Firma’s combat frames are geared toward prolonged combat with an emphasis on durability, versatility, and raw firepower, in contrast to SAF's more nimble, precise machines.

Terra Firma has no singular leader, but rather is led by a small group of military commanders and businessman that meet regularly to discuss matters of leadership and strategy, unofficially known to both sides as “The Council”. Terra Firma’s uniforms are brownish grey and deep, crimson red. Male uniforms consist of a short sleeved jacket, shirt, slacks and boots, while females can opt for a knee-length skirt. TF uniforms are notably considered quite fashionable, and there is a fairly large group of SAF personnel who seem to be preoccupied with getting command to adopt a similar wardrobe.


[spoiler=Stonehenge]l6jgy4Z.jpg
Terra Firma’s main base, and also their most powerful weapon, Stonehenge (officially referred to as the Stonehenge Turret Network) is a massive, circular military installation that began construction in secret sometime prior to the bombardment of San Loma. Located smack dab in the middle of the former united states, Stonehenge plays host to a veritable army of frames and personnel. Stonehenge’s biggest claim to fame however, is its array of eight 1 meter bore railcannons. Easily the largest guns ever constructed in human history, Stonehenge’s turrets each have a range of thousands of miles (they’re even capable of putting rounds into orbit), and can fire a number of different types of projectiles from fuel-air explosives to heavy slugs that hit with the force of a tactical nuclear weapon. Stonehenge’s presence makes north america nearly impregnable, and its destruction is a top priority for SAF leadership. It is also noteworthy that it was Stonehenge that was used in the opening bombardment of the war, an attack that, were it not for a now-corrected targeting error, would have resulted in the complete destruction of Shell Eden.


[spoiler=Seidrich Fields] Named after their discoverer, Anton Seidrich, Seidrich, or S-fields are magnetic fields which are easily maintained and manipulated through the application of a small amount of electric current. In turn, S-fields themselves are used to mold and shape ionized plasma for weapons or energy generating purposes. The most famous application of the S-field is the Seidrich Tesla (or ST) drive, a type of generator that is both easy to manufacture and capable of producing energy perpetually. ST drives are used to power (or charge the batteries of) everything from phones to combat frames to the Shells themselves. S-Fields also have numerous theoretical and actualized combat applications, including shaping plasma weaponry, the SMS of combat frames, and quite possibly energy shields and flight.


[spoiler=Drachenmoore Armaments]Coming Soon!


[spoiler=Grunder Industries]Originally established in the chaotic era prior to the founding of the Shell Federation and the construction of the Shells, Grunder Industries is one of the largest corporate entities on the planet. Well known for being a prolific producer of military armaments as well as consumer goods, Grunder stands out due to both its surface-based location and decentralized infrastructure. This position has given the company a certain degree of autonomy from the otherwise overbearing SAF, as many of their assets are both vital to the war effort as well as the daily upkeep and maintenance of the Shell System. Though uneasy, this arrangement allows Grunder to turn a larger, more reliable profit in exchange for a better rate and easier access to their services and goods for SAF.

Despite the arrangement however, Grunder is and has been the primary financial backer and arms supplier of Terra Firma since the organization's inception, with Grunder's engineering division being largely responsible for designing many of TF’s combat frames and mobiel fortresses, and even Stonehenge itself. Thanks to both its massive size and its essential ties with SAF's own armed forces, SAF officials tend to overlook (or be unaware of) Grunder's support of Terra Firma, allowing the company to implement the rather devious business model of using profits from SAF equipment sales to help fund Terra Firma's own weapons development program. Grunder’s CEO is one Miles Grunder, great grandson of the company’s founder and a member of TF’s council.



[spoiler=Application Templates]
[spoiler=Character]Name:
Age:
Gender:
Faction:
Occupation:
[spoiler=Appearance]
(Picture is allowed, but 4 lines of description minimum regardless)


[spoiler=Personality]
(Self explanatory. 6 lines minimum)


[spoiler=Biography]
(Same as above. 6 lines minimum)


Machine: (If applicable)
[spoiler=Skills/Specializations]


[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 


[spoiler=Machine]
Unit Model Number & Name:
Unit type:
Manufacturer:
Faction(s):
Pilot(s)/Crew:
Overall Height:
Powerplant:
Top Speed: (running), (skating)
[spoiler=Image(s)]


[spoiler=Description](A summary of your unit’s history, weapons, abilities, combat role, etc.


[spoiler=Equipment & Features]


[spoiler=Armaments]


Misc. info:

 


[spoiler=Links]Mecha Profiles and cast list are Coming Soon!

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[spoiler=Sarah Shepard]

 

Name: Sarah Shepard
Age: 24
Gender: Female
Faction: Terra Firma
Occupation: Frame Pilot
 
[spoiler=Appearance]
[spoiler=Image]
7cb0b498afe918b743e9f69a1bd215f3bed31717

Sarah is a decently tall girl at 5' 11" tall with an athletic build accomplished from frequent exercise. Sarah has short, chestnut-brown hair framing a youthful face that straddles a line between "cute" and "tomboy". When not in her flight suit, Sarah normally is seen sporting some form of a cut-off jacket, regular jacket (normally of the leather persuasion), or some occasions a tank-top with denim shorts. Sarah's never been one to really care about dressing "cute" or "pretty", but definitely doesn't want to look like she doesn't put an effort in to look good.

 
[spoiler=Personality]
Sarah is... a lot of things to a lot of different people. Some may say she's loyal and fearless, while others will say she's thick and stupid. Sarah is an incredibly out-going and energetic individual; always looking for some thrill to seek, or generally anything to keep her moving. This has gotten her into a fair amount of trouble in the past, but she's learned to bite her tongue when the superiors are on her case. Sometimes. Among the other TF pilots, Sarah is known to be strong-willed and has never left a man behind; at least not willingly. Considering her sociability, Sarah gets along with a wide variety of people very easily, but can often get on the nerves of those that would rather relax or be left alone.
 
Regarding her... thick-headedness; Sarah can be incredibly stubborn towards what she sees to be right, or towards what she believes in. This can often lead to a wide variety of arguments that can get very heated very quickly; and even in the face of compelling evidence, Sarah would rather cover her ears and forget the situation ever happened. On top of her stubborn nature, and the fact that she can't quite sit still, Sarah's preferred method of problem solving is often incredibly direct and forceful, and this can lead to many problems for a lot of people. While Sarah has learned to bite her tongue in some areas, this is one that the superior officers have learned to work around instead of expect her to change in.

 
[spoiler=Biography]
Sarah Sherpard was born and raised in San Loma as the oldest of three children, where her family lived. Her family was in the middle-class, her father worked a blue-collar job in construction and her mother was a receptionist for the city's administration. Sarah herself was working with aviation, hoping to become a pilot and, eventually, a stunt pilot. On that day, three years ago, she was taking her final exam in a training jet when the fighting broke out. The planes were all called back to the airfield, but stray bullets had hit Sarah's plane. She crashlanded outside city limits, and was only able to watch as the SAF bombed San Loma to the ground.
 
Sarah spent weeks looking for her family, doing her best to survive and save anyone she could, but there was only so much she could do with what little she could find. Terra Firma found her using some of the rubble as shelter, and took her in as a refugee. From there, she worked her way up in the military before ultimately becoming a well-respected frame pilot. While Sarah's skill as a pilot was well known among the commanders, her reckless attitude and bravado was just as well known. However, Sarah was known as a fairly crack shot and, while in the lower ranks, she was relegated to artillery positions. However, some more brave commanders recognized her ability as a pilot and decided to put it to better use, using her in small squads for deep-territory insertion or reconnaissance. Working on these smaller teams and in environments that suited a cooler mind under pressure, Sarah's skill began to shine greatly as one of the top pilots of her division.

 

Machine: TF-045S "Brigador"

Skills/Specializations:

  • a stronger-than-average resilience to G-forces and rapid movement changes while piloting a Frame
  • very skilled in kick-boxing
  • also incredibly skilled at volleyball
  • A strong pilot with good AMS compatability; keeps a cool head under high-risk situations.

Misc. Info:

 

 

 

[spoiler=Brigador]

 

Unit Model Number & Name: TF-045S "Brigador"
Unit type: Heavy Cruiser Frame Destroyer
Manufacturer: Grunder Industries
Faction: Terra Firma
Pilot: Sarah Shepard
Overall Height: 15.5 meters
Powerplant: Ultracompact ST Drive
Top Speed: 106 kph (running) | 203 kph (skating) | 294 kph (skating w/ afterburners)
 
[spoiler=Image]
vdkPRh9.jpg

 
[spoiler=Description]
The Brigador is based on a standard Heavy Cruiser frame, the Rhino, but with a few tricks up its sleeves. Designed for hot, fast deployment, the Brigador has typically one mission: Find the most important targets, and take them out fast. Despite its size and weight, these Frames are fitted with surprisingly light armor; most commanders opting for skilled pilots to work with these machines to avoid taking shots, while also enabling them to move as fast as they can with as much gear as they can hold. To save weight on the armor, most of the standard or stronger armor is focused on the machine's most vital components, while less essential parts are fitted with lighter and weaker forms of armor. While Rhino frames are designed to work in larger squads, the Brigador is customized for small-squad or solo deployments. Because of the pilots are able to take advantage of the better Synchro Frame system, there's better room for more skilled maneuvers, allowing the machine to work far more independently.
 
The primary weapon of the Brigador, the Mourning Star, is still a fairly experimental weapon. The Mourning Star employs the combined use of a burst-feed system for gas insertion with alternating S-field generators. The result is a large plasma weapon with a greedy appetite for energy, but allows it to fire smaller bolts at a faster rate. However, the heat generated from such a fast fire-rate often overwhelms the cooling systems when fire is sustained for too long, forcing a venting-cycle before it can be fired again.

 
[spoiler=Equipment and Features]
  • Burst-Booster System - The Brigador's booster system is outfitted for improved reactions in dodging as well as fast corrections and jumping.
  • SMS Afterburners - These Afterburners allow the frame to reach a top speed of up to 230 kph, however turning is extremely difficult.
  • MPTGS-6 "Hookshot" - Magnetically Propelled Tethered Grappling System. Outfitted on the Brigador's left arm; this can be useful for climbing rough terrain or immobilizing targets
  • IR/Thermal Scanners - The Brigador is outfitted with a full array of night-vision equipment.
  • Advanced Communications Array - For the missions more behind enemy lines, these allow for longer ranged communications on much more discrete channels.

 

 

 

[spoiler=Armaments]

  • RPAW-2 "Mourning Star" - Plasma Weapon - Firing at a faster rate, the individual shots fired from the Mourning Star don't pack nearly as much of a punch, but what it makes up for in quality it more than makes up for in quantity; so long as it doesn't overheat. Alternatively, the Mourning Star can overcharge a single shot to deliver a much stronger payload at the cost of fire-rate. Doing so requires the shot to be fired as soon as it's charged, and while force the weapon to overheat and enter its venting cycle.
  • AF-SSM Dart Pod - Conventional Weapon - Located on the back, the Brigador is armed with one Anti-Frame Surface-to-Surface Missile Dart pod. Because of the very small size of each missile, they lack their own on-board tracking systems and are programmed to fly at a given designated target aimed at by the pilot
  • FMBW-7 "Spark Knuckles" - Arc Weapon - The fists of the Brigador are rigged with high-power arc weapons capable of transferring a strong electrical current into its targets. These fists use small magnetic fields that allow the Brigador to make use of the weapons without damaging its frame, while also transferring the electrical current.

 

 

 

 

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did some edits, now i should be done

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[spoiler=Geir Bell]


 

face.png

“If we're done here, can I go back to the mess hall? I'm feeling milk-ish today.”

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Name: Geir Bell
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Age: 18 - Born 3/27/2202
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Gender: Male
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Faction: TRAP
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Occupation: Frame Pilot
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[spoiler=Appearance:] 3ae61f6a-f5b9-4438-c411-a4bb78ffdc3b.png
His casual wear. While piloting, he simply dons the standard TRAP SF pilot uniform.


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[spoiler=Personality:] For those that know him, the phrase “laid back” might find its way around the bend. With a casual smile, a relaxed pose, and some tunes playing over his headphones, the man rarely gets worked up over anything, usually preferring to take the easy way out than confront anyone over anything. While this does work to make him enjoyable to be around, generally, it's not uncommon for him to be accused of lacking a spine, or any sort of conviction.

This isn't so far from the truth, unfortunately. More than happy to maintain the status quo, he wishes for his days to continue wistfully unending, without so much as a change to give something to think about. This only made his transfer to TRAP only more frustrating for him; his reaction to that news gave quite a jolt to his former comrades, who were quite unused to that level of activity. Despite this, he can be described as a generally happy person, with a typical level of empathy that keeps him from being ostracized for his lack of conviction.

As a pilot, while his general demeanor remains unchanged, he is quick to accomplish the task at hand, thinking that the faster he does, the sooner he can leave. Always minmaxing the amount of time required to complete his task with the amount of time he thinks he can get away with, it almost makes him seem like a go-getter, even willing to bend the orders given to him if he thinks of a more optimal way to complete his task. Giving him a mission is akin to giving it to a lazy procrastinator: he will find a way to do the least amount of work in the least amount of time, with satisfactory results.


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[spoiler=Biography]Geir Bell is what you would call "one of the lucky ones," to some extent.

Born in 2202 as the child of Terran factory workers, it should come as little shock that he spent the vast majority of his early childhood in abject poverty and misery. From an early age of 4, after his father's death, any notion of schooling was completely foregone in favor of working with his family in the factories in order to support themselves. Factory work in Factory-E3 was understandably brutal; extremely long work hours, no provisions to help children, and cruel and uncaring workmasters made it into a personal living hell for everyone involved. However, as with many of the children working there, their sanity was maintained by latching on to their betters, living under their wing and learning to survive from them.

For Geir, he had two. The first, was his mother, Anna Bell. A strict pacifist, as her husband was, she saw the rumblings brewing over the horizon. Even in their factory, living right beneath the noses of the SAF, talks of discontent were daily. Whispers of Terra Firma, talk of revolution, always looking for a chance to spring forth from their oppressors and reclaim their future by force. Anna despised this mentality. To her, violence would inevitably lead to more violence, with no chance at redemption for any parties involved and the chance of no survivors. As easily swayed as they were, Anna took it to herself to gather the children of Factory-E3 and instill in them the virtues of patience, kindness, stability, and hope for the future. Should the inevitable happen, she hoped that they, including her own child, would act as voices of reason among the discontent, and hopefully steer the future towards a brighter day.

Of course, Factory-E3 didn't have only one influencing voice among the crowd. Simon Davile, the local SAF Foreman, often took a liking to the many children of E3, taking them under his wing and giving them his personal support to survive, with Geir in particular. While certainly not one to instigate violence, as he would certainly lose his job as a result, he was far more honest with the children. Brutal, efficient force is what it took to survive, and crawl your way to a place of comfort. Cunning, manipulation, and violence should it come to it were all acceptable options to make it out in the end. Needless to say, Anna took issue with these teachings.

Soon enough, amongst the regular work and toil of every day life, Factory-E3 had split into two factions: those who sided with the idealistic and hopeful teachings of Anna, and those who accepted the realistic and brutal philosophies of Simon. Arguments were a common occurrence when the foremen weren't looking, adults from either side often attempted to lure other workers and children to one side or the other, and tensions rapidly grew. And there was Geir, caught smack dab in the middle of it; torn between the teachings of his mother, and the sensible and reasonable philosophies of the closest man he could call a friend.

And like that, he was gone. At the age of 10, a band of SAF soldiers entered the factory, demanding to see a man by the name of Geir Bell. With one final goodbye to his mother, and a knowing nod from Simon, he was whisked away from a life of toil, up to the laps of luxury in Shell Eden. Under charge of the SAF, he was determined a fitting candidate for Combat Frame training, being the son of the late expert Frame pilot and deserter, Owen Bell. And thus, he was a student at Eden Military Boarding School.

From the age of 10 to 16, his life had become an insane blur. Basic english, arithmetic, history, arts, and more were drilled into his brain. He had begun to finally eat well, putting some weight onto his skinny frame. He lived in a military academy, so drills were daily, and almost just as brutal as the foreman down below. And all this time, he just went along with it. Geir was never that much of a thinker or a go-getter in the first place, so when push came to shove, he simply got pushed. And yet, during this time, the teachings of Anna and Simon swirled in his mind, fighting with one another on a daily basis in an almost comical fashion, as a kid would do. To some degrees, he agreed and disagreed with both outlooks, and couldn't stomach picking one or the other.

Until, a few months before his 16th birthday, his life radically changed. The status quo he had grown to accept, the level of comfort in life he had grown to cherish compared to his past life, had all immediately gone up in flames during the assault on Shell Eden. As a frame pilot cadet, he had managed to make it out mostly unscathed, as one of the 20 or so cadets that made it on the dropship, with the rest having been instantly evaporated by long-range fire. This catalyst, this second disruption of his life circumstances, gave birth to a new frame of mind within him, as he gazed upon the ruins of his old academy, and the smoldering wreckage of Factory-E3.

A mix of wistful patience with brutal efficiency. An unwillingness to engage, yet having no qualms in fighting back. Taking what he had categorized as the most realistic parts of both mindsets, they merged into a single entity: Geir. Soon, his mission in life became clear. Maintain the status quo. Protect what you have. Don't push, but don't be pushed.

Enter 2220. Graduating early at 16, and having been transferred to Loctus Ironworks as a test pilot for new frame systems, Geir continued to hold himself true to his own ideals, to the equal parts disdain and respect of his superiors. Frustratingly enough for him, Geir Bell soon found himself being transferred away from his 2-year-old post within Lotus, ending up as an unwilling new hire forced to, yet again, find a status quo to maintain.


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Skills/Specializations:

  • High Mental Processing

Geir is able to absorb large amounts of information and process them mentally startlingly fast speeds, so long as he's focused. Some attribute this to his listlessness when out of combat, with him seeming to almost have mental fatigue.

  • Quick Reaction Speed

Due to the necessity of the frame he rides, his skill in maneuvering around a battlefield is rivaled only by his contemporaries, if even them. He is able to perform stupidly high-speed maneuvers with lightning fast speed and incredible accuracy, able to land more complicated tricks with a consistency of 70%. Hey, didn't say he was perfect.

  • Self-Preservation

In the face of extreme danger or long-winded engagements, Geir is skilled at keeping his personal well-being in good form above anything else. He figures, missions may come and go, but there's only one him, so shouldn't such an asset be protected? Or something like that.
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Misc. info: While he has his headphones nearly 24/7 out of combat, with music playing the whole time, he never puts them on his ears. He says they hurt to wear.
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[spoiler=Mack]
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Unit Model Number & Name: Type-3 LW-S/H/S Frame "Mack" Mk15
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Unit type: Support / Harass / Sniping Unit, SynCROS Equipped
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Manufacturer: Lotus Ironworks
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Faction(s): SAF
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Pilot(s): Geir Bell
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Powerplant: Condensed Siedrich-Tesla Drive
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Overall Height: 13 m
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Overall Weight: 60 tons
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Operational Speed: 103.88mph running (167kph), 115.6 skating (185kph)
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[spoiler=Image(s):]C_DxtJdXkAAL53L.jpg


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[spoiler=Description:]The Type-3 Lw-S/H/S Frame "Mack" is a frame with a troubled history; the amount of variations it went through before it could reach its current form is nothing short of staggering.

 

In its initial conception, the idea of... well, there really wasn't an idea to begin with. Lotus Ironworks, desiring a new form of breakthrough frame to bring in more money, gave their engineers a single task: "Make something that will make us popular."

 

What followed soon after can only be described as a melee. Dozens of engineers, all with different ideas of what makes a good frame, what would be popular with investors and civilians alike, and what would propel Lotus to the top of the food chain, all bickered and argued over ideas. Hundreds of different schematics, personal designs, preferences, weapon options, engine sizes, leg designs, and more were tossed onto the table, and for a time, it seemed no one could come to an agreement. However, in a weeks time, they finally found a solution to their problem. Splitting into 15 different teams, all engineers would create a detailed and concise schematic for their team, and their ideas would all be presented before the company president.

 

Fast forward about a week or so, and 15 different prototype designs were presented. Big frames, little frames, fast frames, slow frames, practical, impractical. It was a smorgasbord of options both reasonable and retarded. At least, until the last design caught the company president's eye. Three engineers, two new guys and a veteran, had been discussing their ideas in the past month, and thought they hit a breakthrough. By combining their ideas into one (fast, stable, big gun), they compiled the first schematic of the Type-3 Low Weight-Support/Harass/Sniping Frame; the Mack. The other ideas abandoned,and the three were given full control over the project. Production of the first prototype began.

 

A few months later, the first version of the Frame was completed; in reference to other frames, it had an... odd appearance, and an even odder pedigree. The Mack carried a 150mm rail cannon on its shoulder, and... that's about it. A one-trick pony, some might say; this was made up for, however, by the fact that the frame was practically built around the weapon. A pair of digitigrade legs gave it an unrivaled ground running spend among its contemporaries: a blistering 167kph. This allowed the Mack to reposition itself constantly and effectively, theoretically turning it into a real terror of a harasser. It's long, bulky arms were given digits capable of climbing steep faces and steadying itself when in the midst of complicated combat maneuvers. And finally, with a condensed ST drive, it had plenty of energy to go around, at the cost of five extra tons to the total weight. Regardless, the frame ended up being extremely agile, if not a little limited in its combat options.

 

Sacrifices had to be made, however. Due to the space that the rail cannon took up, the head was replaced with a static cockpit, limiting the fov of the pilot, though it is marginally compensated via viewscreens. It's lack of weapon systems made it less effective at close range, though very capable of melee combat. And finally, the SMS it had installed was... a token gesture at best. Unable to cope with the leg design and power requirements, the limited skating ability only increased its speed by a measly 18kph, while also dealing light damage to the feet. Hardly worth using. Its armor was also slimmed down to save weight. Despite all of this, the design was given the greenlight and entered full testing procedures. While not in full production yet, the model had enjoyed success under a certain fresh test pilot; chosen not because of his pedigree, or previous skills, but because he had never piloted a regular frame before. No one better to pick to pilot a one-of-a-kind frame.


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[spoiler=Armaments & Equipment Information:]
- 1x H-VFMRC V4M5-m000 "Hollander" 150mm

- - Optimal Range: 5km

- - Max Range: Firing Arc Dependent
- - Ammunition: Advanced High Explosive Anti Frame 150mm ::: Kinetic Energy Penetrator 150mm

- - MISC: High Recoil. Fast Charge. Medium Weight.

One of the many prides of Lotus Ironworks, the still experimental High-Velocity ElectroMagnetic Rail Cannon "Hollander" is the prime example of a field-deployed mobile rail cannon. Utilizing a series of light alloys and tough support struts, the Hollander is half the weight of a regular stationary rail cannon of its caliber, while losing none of the power or flexibility that keeps Frame pilots awake at night.

 

The design, in principle, is simple; a multistage coilgun mechanism uses electromagnetic forces to lob projectiles downrange at ludicrous speeds. So fast, in fact, plasma is created as the air is lit ablaze by the speed of the projectile. However, in execution, the Hollander is a complicated piece of machinery. An intricate web of power regulators and energy conversion nodes give the electromagnetic coils a fast charge time. A system of hydraulic actuators that take up most of the weapon's bulkl when acting in unison with the Frame's legs, it keeps recoil manageable, letting the weapon fire without forcing the machine to re-steady itself (or worse yet, fall over.) And finally, up on top of the machine is a IR/UV targeting node, projecting a series of light rays downrange. This information, when absorbed by the on-board targeting computer, give the pilot a high degree of accuracy when picking off targets at range, even up to 5km out.

 

As powerful as this weapon is, it carries significant drawbacks for its deployment. For one, in its current state, the Frame carrying it must be practically built around it, in order to fit the need for stable fire, recoil management, and high energy draw. The weapon is also rather unwieldy, being quite long (though the barrel can be aimed ninety degrees upward), and still very heavy, making a frame potentially top-heavy. This also limits its use in close-range combat, forcing a pilot to rely on other means of dispatching nearby foes, though the very inclusion of this weapon limits what secondary weapons a frame may carry. Despite this, the benefits of using this weapon far outweigh the costs for many Lotus test pilots.

 

- 4x CN-IMWP V23M4-m978 "Hydra"

- - Max Range: Varies

- - Ammunition: Varies

- - MISC: Pod Types - Missile, M-Gun, ARC, Flare, S-Chaff, Plasma

The question of fitting Mack with extra weapons alongside the Hollander kept many an engineer up at night, trying to figure out a system flexible enough for any number of combat scenarios, non-intrusive enough to not get in the way of the Hollander, and light enough to keep the signature run speed of the Mack undisturbed. Over the course of several weeks of crunch-time development, an entirely new system of weapons was developed, specifically for the Mack: the Concealed Non-Intrusive Modular Weapon Pod system, otherwise known as Hydra.

 

As the name suggests, the Hydra consists of a series of four concealed locations across the frame - one in the center torso, one on the top, and one in each arm - that contains its own self-contained weapon system, including all the ammo or energy it needs. When needed, with a flip of a switch, the weapon system plugs into the main targeting computer of Mack, allowing the pilot to fire them at will. This is where the first half of its acronym comes into play; flipping open the concealed bay doors, the weapon protrudes, clear to fire. Once the weapon is empty or the pilot untoggles it, the weapon retreats back into the module slot, and the bay closes.

 

The Hydra has a wide variety of different pods it can take, with the following being those currently deployed and in testing.

 

Missile: Four Short-Range Missiles, or Two Long-Range Missiles, stacked one on top the other. Guided via the Targeting Computer.

M-Gun: A 15mm Vulcan Machine Gun. With only enough ammo for ten seconds of continuous fire, they're better off as anti-personal or anti-missile weapons than against armored targets.

ARC: A small high-energy weapon that uses laser-induced plasma channels to zap targets with electricity. Due to low battery life, they are better used as a Frame-sized stun gun, able to fire up to three bursts.

Flare: A flare gun with fifteen total rounds, with different colors and variations. Highly situational and better suited for command roles.

S-Chaff: A form of smoke grenade with anti-missile properties, able to confound targeting systems. Can be used to conceal oneself.

Plasma: An experimental form of Hydra Pod. Capable of firing a single plasma burst before going empty. While short-range, the effect is devastating. As it is more experimental than the rest, it is considered infamous due to its 79% success rate.

 

- Weighted Grappling Actuators

Due to the need for the Mack to climb high and steady itself, with the addition of the Hydra in its arms, its arms have become quite beefy. Its finger digits are capable of locking almost anything into a vice-grip, and when the fist is closed, it turns into a powerful punching tool.

 

- PXEB-1 Booster Pack

A flawed plasma weapon design that was repurposed as a form of booster. The original plasma design used an electron beam to ionize gases in the atmosphere as a reaction mass, venting plasma as a sort of beam. However, the design went too hot, too fast, with too little stability of beam, and the plan was scrapped. However, during the development of Mack, one of the engineers came across the design, and had an idea. With the application of an ultra-condenser, a few nozzles, and a change in beam density, the design instead vented expanding gases at an incredible velocity, solving the heat issue while simultaneously removing all combat applications the weapon once had.

 

The device sits on the back of the Mack, feeding off of the ST drive for energy. It has six tight venting nozzles; two on the left, two on the right, and two on the back. When expanding gases are thrust through a pair of nozzles, the entire frame experiences a series of G-Forces as it is rapidly thrusted in the opposite direction, launching it that short distance at about twice the frame's skating speed before slowing. While many pilots consider this to be uncomfortable, it gives the Mack the ability to rapidly reposition, or dodge incoming projectiles. In addition, beneath the pack are three wider venting nozzles; when gases are expanded through them, the Mack is able to defeat gravity for a short time, able to rise about 120 meters into the air, though at a far, far slower speed than the boost.

 

While these expanded movement options are much appreciated by many, drawbacks are plentiful. The system is not always reliable, especially in areas of low-atmosphere. The system also works by collecting gases from the atmosphere and storing it; consistent use will quickly deplete these stores, forcing the frame to wait for enough gases to be reabsorbed for even a single boost. And finally, the G-Forces are often considering annoying, or even confusing for some pilots, leaving a bad taste in the mouth of many.

 

- Advanced High-Density Targeting Computer - "Solaire"

With the help of typical on-board sensors, the inclusion of a targeting computer is almost a necessity for frames with long-range capabilities. With the ability to detect atmospheric changes, ability to adjust for sway, and the capability to assist in leading against high-speed targets, the Solaire can turn a threatening frame into a downright dangerous one.

 

 

- - - - - - - - - - - - - - - - - - - - - - - - - - -
Summary:

- - - Advantages:

- - - - - - High Agility via Legs, Arms, Booster

- - - - - - Very High Running Speed

- - - - - - Extreme Single-Target Damage

- - - - - - Modularization Based on Circumstance

- - - - - - Smaller Profile for Easier Harass

 

- - - Disadvantages:

- - - - - - SMS Incapable of Raising Top Speed Significantly

- - - - - - Unstable When Firing on Move

- - - - - - Armor Slim

- - - - - - One-Trick Pony; Limited Combat Options Close Range due to Low Ammo

- - - - - - - - - - - - - - - - - - - - - - - - - - -
Misc. info: While some may consider it's lack of turnable head a downside, and while it was indeed a by-product of the Hollander's massive profile, under ideal circumstances, you shouldn't be looking anywhere the Hollander isn't anyway.
- - - - - - - - - - - - - - - - - - - - - - - - - - -

 

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This is where I'm going to put a WIP

 

[spoiler=Winter :: Amandine Delafosse]


[spoiler=Character]qDzjBEm.png

"Il n'y a rien qui vous protégera de moi."

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Hex Color: #604050

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Name: Lt. Amandine Delafosse

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Age: 36

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Gender: Female

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Faction: SAF

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Occupation: Weapons Designer and Combat Frame Test Pilot

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[spoiler=Appearance:]
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Height: 1.78 m || 5'10"

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Weight: 70 kg || 154 lbs

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Description:
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Amandine has a very youthful appearance, despite turning 37 later this year. Her silver hair, pale skin, and red eyes lead many to believe that she has albinism, although in reality, her hair is dyed. Her hair stretches down well past her waist when she lets it down, although she can tie it in a low bun when she needs to. Her eyes are naturally a deep red, however. She also wears contacts most of the time, although her eyesight isn’t so bad that she can’t see without them. She wears a cute bear hairclip in her hair, never taking it out except to shower.

 

Though she has cybernetic legs, she keeps them covered most of the time with a pair of plum-colored tights and black stockings that blend perfectly into her heels. However, on the rare occasion that one might see them, they are completely black with a dark blue material covering the knee joint. She also has scarring on her hips and lower waist, as a result of both childbirth and her injuries. These are both generally hidden, however. Whenever she’s off-duty, she’ll either wear her tights or high-waist jeans, and a loose top. She prefers clothes that breathe much better than the tight-fitting suit required for piloting a Synchro Frame.

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[spoiler=Personality:]Rough Draft 1.0
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Though Amandine is very cold and unnerving towards someone she hasn’t gotten used to, all it takes is a little conversation (or free food) to get her to warm up to someone. Amandine always watches over her comrades and subordinates, becoming worried should any of them find trouble. Her caring attitude and generally pleasant demeanor earned her the reputation of being the platoon’s mother. She is more akin to a mother bear, however, as she becomes very aggressive and protective if any harm comes to her “cubs.” This is reflected in her habits as a Frame pilot; she tends to peel to protect her teammates instead of focusing on an objective. In personal interactions, she is a very “touchy” person, often petting her comrades when she talks to them. Most of her male comrades have absolutely no issue with this.

 

Amandine holds a very deep-rooted hatred for Terrans. Though she has had few outbursts, she generally isn’t very open with her anti-Terran sentiments, preferring to only go along with what others are already saying. She is very distrusting of anyone from the surface, and especially those who have made their way into SAF. Despite this, she’s managed to warm up to one particular member of TRAP, although she will periodically let out an anti-Terran remark.

 

Amandine’s method of solving issues is to generally go ahead and solve the issues while ignoring any red tape she might have to go through to do so. She tends to be troublesome to her superiors from time to time, as she would often perform Frame modifications without any prior permission. In the times where she did ask permission, it wasn’t until after said modification had been completed. Even though most of her modifications were outright improvements of some aspect of the Frame’s capability, she was still repeatedly reprimanded for her actions. When she continued, her superiors gradually learned to anticipate Amandine’s process.

 

Amandine also enjoys cooking, and will often volunteer to make food for her comrades. She will even leave a small package of baked goods in the cockpit of any Frame she does work on. She takes a lot of pride in her cooking, and will usually take it as a personal insult if someone dislikes her food.

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[spoiler=Biography:]Rough draft version 2.0
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Amandine Chéreau spent most of her early years on Shell Valhalla. Born in 2183, she had a fairly standard life with her mother working as a teacher. Her father was a Combat Frame pilot for SAF, generally working down on the surface. As a child, Amandine spent quite a bit of time around Frames, and developed a basic understanding of how they worked and their function. She was even allowed to pilot one once, although she couldn’t control it very well due to her small size.

 

After Amandine turned 16, her father, now a Captain in the SAF, helped her land an internship at Drachenmoore Armaments. She didn’t do much around the offices, as she was still a minor, but she learned a great deal about weapon designs and manufacturing. It’s also where she met Casimir Delafosse, who was one of the project managers tasked with developing new and more cost-efficient plasma weaponry.

 

In her senior year of high school, Amandine’s mother, Valerie, developed a cancerous tumor at the top of her brain stem. Its location made it very difficult to operate on, even within the Shells, which meant the family was very hard pressed to find a doctor to operate. Treatments were very expensive, and it burned through the family’s savings completely. Amandine left school for two months to take care of her mother, and even picked up an extra job outside of her internship. After three separate operations, the doctors managed to remove most of the tumor, though Valerie passed away a few weeks later due to other complications.

 

After a long mourning period, Amandine returned to school and focused mainly on her studies, and made her way to graduation. By that point, she had become a mainstay at Drachenmoore Armaments, and found herself mainly working in Combat Frame development and test piloting. She became accustomed to Frames rather quickly, and over time, she became a very capable Frame pilot. Additionally, she and Casimir, along with the rest of their teams, successfully completed development of the DACF-AF90 Artillery Frame, which later was adopted by the SAF as a common infantry unit.

 

Later that year, Amandine and Casimir began dating and were married three years later, with Amandine taking the name Delafosse. The ceremony was wonderful, with most of their coworkers and friends attending, along with Amandine’s father. A few months later, Amandine became pregnant with a daughter, and resigned from her job at Drachenmoore to stay home and prepare for the child. The two used their savings to buy a house on Shell Eden. Five years later, on January 16, their daughter was born. Amandine named her Valerie, after her late mother. Casimir worked from home, and could support Amandine and their child with his own income. Two years later, Amandine received the news that her father was killed during combat on the surface. Through her grief, Amandine slowly began to hate the war and hate the people who would attack the Shells. She began going into therapy, and tried to focus on being able to give Valerie a normal childhood.

 

On the morning of January 9, 2216, when Amandine was just leaving her therapy session from that morning, she stopped by a bookstore to purchase a small hairclip for Valerie. Unfortunately, Valerie would never receive that clip. While Amandine was riding home in a taxi, deafening explosions rang all throughout the Shell. Buildings collapsed and people were in a general panic. Part of a tall building crushed the taxi Amandine was riding in, killing the driver. Amandine herself survived, but was trapped, with the framework of the car pinching off her legs.

 

After the bombing subsided, relief workers found Amandine unconscious in the crushed vehicle. She was transported to Shell Elysium, along with many other survivors, where she later received cybernetic replacements for the legs she lost. After learning more about the details of the attack, she wanted the people who took her family away to be eliminated. She wanted the war to end. She went through SAF’s officer school, using both her father’s rank and her contacts at Drachenmoore to quickly become a commissioned officer.

 

During her time in officer training, she easily proved herself as a skilled Frame pilot. However, her experience in Frame development and weapon design had her placed in R&D initially. During a test run of the newly developed SynCROS technology, Amandine was discovered to be one of the few SAF pilots who was compatible with the new system, thanks to an already existing compatibility with her cybernetics. Under the recommendation of her commanding officer and with the support of the rest of her team, she was assigned to the Tactical Response Armored Platoon, where she would be able to perform further testing of Synchro Frames in combat.

 

During her early missions with TRAP, she piloted a SFS-08X Synchro Frame, outfitted with numerous weapons and features that she had a hand in designing. Despite piloting the Synchro Frame, she still hung onto a DACF-AF90 upgrade that she had been working on while in R&D. However, six months later, her squad suffered a crippling defeat from one of Terra Firma’s elite units. The SFS-08X was totaled, though not destroyed, and Amandine returned to the Albatross with no major injuries. With TRAP no longer on active duty and the Synchro Frame no longer under her possession, she put more work into her AF90, outfitting it with more equipment and weapons, and even a second power supply. In three months’ time, she’d completely made the Frame her own, even outfitting it with a SynCROS platform. TRAP is scheduled to return to active duty on September 10, 2220, and Amandine is particularly excited to finally use her DASF-AF90G, which she dubbed “Abaddon γ.”

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Machine: DASF-AF90G Custom Artillery Unit "Abaddon γ"

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[spoiler=Skills/Specializations:]
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  • Weapon and Frame Design - With knowledge of the design of a majority of Frames in existence, Amandine is able to easily pinpoint a Frame's structural weaknesses (i.e. joints and weak armor points) as well as weaknesses stemming from design (Mobility limits and heat dissipation issues).
  • SynCROS Compatibility - Due to an existing network in her body due to her having cybernetic legs, Amandine is one of the few pilots capable of piloting a Synchro Frame.
  • Exceptional Culinary Skills - Amandine is an amazing cook, with 8 years of experience cooking for her family.
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[spoiler=Miscellaneous:]
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Music: Relentless Barrage

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Voice Actor: Manami Numakura (JP) / Colleen Clinkenbeard (EN)

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Blood Type: B-

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Language: French and English

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Date of Birth: November 10, 2183

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Maiden Name: Chéreau

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Other: She loves candy and sweets more than anything. She can be easily persuaded with sweets. She also doesn't handle alcohol very well.

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[spoiler=Machine]MgC4000.jpg
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Unit Model Number & Name: DASF-AF90G Custom Artillery Unit "Abaddon γ"

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Unit Type: Modified DACF-AF90 Artillery Frame with SynCROS

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Manufacturer: Drachenmoore Armaments

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Faction(s): SAF

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Pilot: Single pilot, located in the lower half below the center pivot.

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Overall Height: 17.4 m

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Overall Weight: 194 tons

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Powerplant: Binary Seidrich-Tesla Drive

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Top Running Speed: 65 km/h || 40 mph

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Top Skating Speed: 120 km/h || 75 mph

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[spoiler=Image:]
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5BysmqK.jpgGcCXHaX.jpgiPoB3Ja.jpg

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[spoiler=Description:]
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The Abaddon is based off the DACF-AF90, which was originally used as an infantry Frame. With already decent firepower, Amandine heavily modified it to turn it into a near impenetrable, although not very mobile, fortress. With multiple layers of armor, with each layer being as thick as 500mm and the outer layer being a massive 850mm, the Abaddon is capable of tanking a lot of enemy fire. The Frames outer and inner layers of armor are composed of a very hard titanium alloy, sacrificing flexibility for extreme hardness and a very high melting point. Areas near joints have slightly thinner armor, with thickness only going up to 450mm, and have a softer steel composition, allowing the Frame to expand and contract in these areas and preventing cracking from movement.

 

While the Abaddon is terrifying in terms of raw power, its mobility is laughable. It cannot move very quickly while firing, and even when it isn't firing, it is much slower compared to a normal Frame. Its quadrupedal design allows it to climb different terrains very easily, and it is capable of jumping to almost half its height. Its split torso design allows the Abaddon to turn with a full 360° rotation, although it takes 12 seconds for it to do a full rotation. Despite being fully loaded with weaponry, the Abaddon is only capable of firing in front of it, making that a death zone for any Frame unfortunate enough to be in its line of fire. However, despite the lack of danger in the rear, its massive sensor array makes it incredibly difficult for anything save for a Frame-less combatant to approach from behind. In combat, the Abaddon's goal is to hide in the squad's backline and look for high ground. If high ground isn't available, then the pilot will attempt to position the Frame off to the side, still in the backline, to keep friendlies out of its line of fire.

 

While the DACF-AF90 was a standard Combat Frame, Amandine outfitted the Abaddon with a SynCROS platform, changing the designation from DACF to DASF. This completely reduces any response time between the pilot and the Frame, and allows Amandine to aim and fire much more effectively than without. And although the Abaddon has gone through extensive test runs, including a spar with another SAF pilot, it has yet to see combat on the surface.

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[spoiler=Equipment & Features:]
Equipment


Additional Ammunition Barrel

Because the two rotary cannons on the Frames back can deplete their ammunition supply very quickly, the Abaddon is loaded with an extra ammunition source on its back. This barrel holds up to 24,000 extra rounds, and reloads the cannon's barrels when the weapon is retracted. Reloading both barrels on one cannon takes approximately 5 seconds.

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High Range All-Weather Composite Sensor Array

This sensor array is the heart of the Abaddon's targeting systems. Comprised of multiple Radar, IR, UV, and Sonar units located all throughout the Frame's body, grants the pilot a clear view of the battlefield, generally unhindered by the environment itself. It also features a target tracking system, which allows the Abaddon to lock on to targets while firing. However, Amandine prefers to fire her weapons manually so that she can lead targets, as the targeting system does not have an offset function.

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High-Precision IR Beam Laser Array

The IR Laser Array is equipped in conjunction with the AA-ABM6600 as its main homing device. The lasers are invisible to the naked eye, although they do have a nearly unnoticeable heat signature. When these lasers bounce off specific objects, the missiles can use those to home in on their target.

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3D Proximity Sensor Radar Unit

This radar unit allows the Abaddon to keep track of anything that moves within a 1.5km radius of it, and react accordingly.

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Seismic Activity Detection Unit (4)

Because the Abaddon has so much extra weight, it is equipped with a Seismic Detection Unit in each foot. These serve to alert the pilot if the ground underneath is weak or about to give out. It can detect changes up to 80 meters deep, and is even capable of registering the footsteps of nearby Frames (although, once they're close enough to register, that usually means they've already engaged the Abaddon in close combat).

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Active S-Field Defensive Projector

Because Arc and Plasma weapons are crippling for any Frame, the Abaddon is equipped with an S-Field projector that can put out an S-Field in a burst.

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Anti-Personnel Defensive Shock Unit

The Shock Unit is designed to deter non-Frame combatants from climbing onto the Abaddon in an attempt to access crucial systems. It lets out a short burst along the body of the Frame which serves to shock any person that's climbed onto the Frame. However, to do this, all of the Abaddon's systems must blink for a split second to avoid damaging itself.

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Liquid Cooled ST Drive Loop and Heat Dissipation Unit

Because the Frame's two ST Drives output a massive amount of thermal energy, both Drives are linked with a liquid cooling system, which uses a high boiling point coolant to carry heat away from the drives and through radiators located on the Frame's shoulders and lower back. Using high airflow fans, the heated air is pushed out into the surrounding area, which masks the Abaddon's own heat signature and makes it difficult for enemies to make a precise hit. Additionally, as the Abaddon moves around the battlefield, it leaves pockets of hot air which can give false readings to enemy scanners.

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Decoy Flare Launcher

Though the Abaddon's dissipation unit can force enemy projectiles to miss, high explosives such as missiles will still damage the Frame in its explosion radius. The Decoy Flares serve to make IR guided missiles target the heat signature from the flare instead of the Frame's own Drive. The flares themselves use a magnesium composition to produce a heat signature which matches that of the Frame itself.


Features


Sensor-Assist AI Unit "Casimir"

Designed by Amandine herself, the Casimir AI Unit isn't a true AI, but a series of computer scripts and learning algorithms. Because of the massive amount of sensor data that the Abaddon takes in, "Casimir" serves to compute and translate all the incoming data, and presents it to the pilot in a more understandable fashion, as well as listing options and making predictions based on the data.

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High-Impact Shock Absorption System

SAF Pilots deploy into battle via air drop from the aerial carriers. Therefore, while many Frames have retrorockets to reduce their fall speed, the Abaddon uses a very strong shock absorption system in conjunction with its leg design to absorb a fall from nearly any height.

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Binary Seidrich-Tesla Drive

To be able to power all the equipment and weapons that the Frame carries, as well as to be able to supply power to the Frame itself, the Abaddon is equipped with two Seidrich-Tesla Drives, which work as one to supply power to the entire Frame. The Drives are located in the Frame's chest on either side, protected by nearly 1500mm of armor.

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Split Armored Torso System

The Abaddon's body is divided into two sections: the top half is where the binary Drive is located, as well as where all of the Frame's weapons are mounted, and the bottom half, where the legs are connected and the cockpit is located. The top half has a 360° rotation, and takes 12 seconds to fully rotate. The internals of the pivot location is protected by a gearlike apparatus that forms a sort of wall, as well as scale-like armor on the inside as a secondary measure. The pivot itself can turn with an insane amount of torque, allowing it to crush most small obstructions. The lower half powers itself with a large battery that constantly charges itself off of the Frame's Drives. Without charging, the battery itself can power the Frame's movement for about 45 minutes while skating. Additionally, the upper and lower halves are capable of separating to allow the pilot to escape if the Frame's powerplant is close to being breached.

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Ventilated Cockpit

Because the cockpit is separate from the Drives, the air around the cockpit is much more easily cooled than a normal configuration. The system takes in outside air, filtered to prevent clogging the system with dirt and other obstructions. The air is passed through the cockpit, into an exhaust vent located behind the pilot's display. The stale air is pushed out of the front of the Frame.

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[spoiler=Armaments:]
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AF-API3890 38mm Antiarmor Rotary Cannon (2)

The AF-API3290 is a weapon developed in 2190 that was designed to tear through Frames with relative ease, thanks to its high rate of fire (8,000 rounds per minute) and armor piercing rounds. Originally created by Terra Firma using technology found in Last War ruins, the technology was stolen and repurposed for SAF use. Drachenmoore Armaments took credit for its design and later improved upon it greatly, switching it from conventional gunpowder rounds to magnetic coils. The gun itself uses refrigerant cooling as its main temperature control, maintaining a manageable temperature around the gun's magnetic coils. A secondary and redundant water cooling system prevents the barrels from over-expanding, and acts as a backup cooling system should the primary loop fail. The cannon is mounted on the back, going over the shoulder, with a passively cooled radiator on the back to disperse heat from the weapon itself. Ammunition is fed from a pair of barrels mounted on the gun itself, and each individual barrel has a maximum capacity of 4,000 rounds. The AF-API3290 fires 38mm Armor Piercing Incendiary shells, which combines armor-piercing capability with a high-explosive effect, allowing it to punch through Frame armor as thick as 500mm with ease.

The cannons themselves can retract onto the Frame's back, allowing the Frame to appear shorter.

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AA-ABM6600 Anti-Air Interceptor Missile Launcher (2)

The AA-ABM6600 is a bay of 8 antiair missiles located on the Frame's shoulders, designed to intercept aerial projectiles and aircraft. Designed at the turn of the 23rd century, this weapon was designed to make it easier for Frames to combat against high-altitude aircraft and missiles. The missiles' guidance system is a combination of a passive LWIR homing seeker and semi-active laser homing, allowing the Frame pilot to switch between either targeting system whenever necessary. The AA-ABM6600 has an operational range of over 800 km, or just under 500 miles. The missiles themselves have a top speed of nearly 4 km/s, quickly exceeding Mach 11.

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HE-AFC1800 180mm High Explosive Linear Rail Cannon (2)

Developed by Casimir Delafosse, the HE-AFCXX00 is a hybrid of plasma and magnetic weaponry. Though not the first of its kinds, plasma/magnetic hybrids used standard railcannon shells with a small plasma charge embedded in the tip. This charge detonates once the shell makes impact with any hard surface, particularly Frame armor, allowing the rest of the shell to punch through the armor and do massive damage to the Frame's internals. The Abaddon has two of these devastating weapons mounted on each arm, forgoing the hands which would be standard on any other Frame. Because of the incredible heat generated by this weapon, it must cool down before reloading, or it risks damages such as warping shells or even a premature detonation.

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HE-AFC2400 240mm High Explosive Linear Rail Cannon

From the same family as the weapon listed above, this 240mm railcannon is mounted directly in the center of the Abaddon's chest. In terms of cooling, it is connected to the Binary Drive's cooling, so it has a slightly faster rate of fire than its 180mm counterpart, although one round every fifteen seconds isn't really much to brag about.

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AP-HMR1844 Anti-Personnel Dual Head-Mounted Pulse Coil Rifle (2)

A small pair of 18mm guns mounted on each side of the Abaddon's head, primarily reserved for pilots outside of a Frame. It can also be used in close range combat, although it's rare for the Abaddon, to target structural weakpoints of an enemy Frame. The two guns alternate their firing to make the recoil more manageable, and have an effective range of about 10 meters.

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AF-HED8099 80mm Double-Barrelled Plasma Grenade Launcher (4)

Plasma Grenades are massively destructive. With a plasma charge in the center and a fragmented shell, these explosives do massive damage to anything within a radius of 15 meters. The AF-HED8099 can launch these grenades up to 500 meters in an arc, although the long air time and relatively slow speed makes them easy to shoot down and intercept. At close range, the shrapnel launched by the explosion can lodge itself in the moving joints of a Frame, hindering its mobility and making it easier to take out. The Abaddon can only load a total of 8 grenades, as it is not capable of reloading them during deployment.

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AF-EMC1410 Anti-Frame Shock Cannon (2)

The AF-EMC1410 is a spark cannon which uses its own miniature ST Drive in addition to the Frame's main drive to launch a stronger than normal electric burst. Despite this extra power, its effective range is short, and it begins to experience a power loss after about 5 meters. This is primarily used in close range, in conjunction with the AP-HMR1844.

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[spoiler=Miscellaneous:]
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  • When skating, the Abaddon folds all four of its legs up towards its torso and rides low to the ground.
  • When walking, its leg movement is similar to that of a cat: it places the hind leg directly in the location of the corresponding foreleg, minimizing noise and visible tracks. Its left and right set of legs move simultaneously.
  • When running, its leg movement changes to a "diagonal" gait: the diagonally opposite hind and fore legs move simultaneously.
  • Amandine keeps a framed picture of Casimir and Valerie in the cockpit.
  • Amandine always leads her targets when firing.
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P.S. The only Mecha anime I've seen is Zoids. And AoT, if that counts.

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[spoiler=Admiral Henry T. "The Bandit" Sanford]
 
Name:  Henry Thomas Sanford
Alias:  The Bandit
Age:  42
Gender:  Male
Faction:  Terra Firma
Occupation:  Admiral in the Terra Firma Navy
 
[spoiler=Appearance]
Henry is approximately six feet and one inches tall.  He's a broad shouldered man, with a firm chest and a heavy jaw.  His jaw was replaced after he got a bit too close to an IED in an unapproved ground excursion.  Served him right.  It's now a metal plate attached to hinges where his mouth should be.  He looks like God damn Frankenstein.  Short of his unusual maw, his short brown hair and small, silver eyes don't stand out much.    He stands proud, with his chest out, his head up, and his feet forward.  True to his Texan identity as a cowboy, Sanford is never seen without his black, six gallon, skyline cowboy hat.  Despite this being completely against regulation and uniform, he wears it anyway.
 
Rest assured there are no spurs on his uniform.  Instead, his uniform is decorated in medals, from shoulder to shoulder; breast to breast.

 
[spoiler=Personality]
Brazen.  Bold.  Arrogant.  He's everything his posture and appearance suggest.  The way Sanford carries himself with an air of authority, doesn't stem from his rank as an Admiral.  Rather, it has always been about him.  He's something of a perfectionist too, making sure he is fluid and accurate in everything he says and does.  This can be very off putting to most, as he isn't the warmest soul.  However, even Sanford isn't a hardass all of the time.  When he's not busy driving his enemies to their knees, Sanford takes comfort in knowing he commands the best God damn Motherwill with the most well disciplined seamen Terra Firma could produce.  And that was thanks to him.  He takes credit for most things aboard his vessel, as he's a selfish man.  The only way to really get to know Sanford, is over a beer.  Even then, the man won't much part his lips unless it’s to talk about how great he is at his job.  The smug son of a jabroni.
 
About the only persons whose well being that concerns Henry are that of his men and his close associates.  If you aren't one of them, don't expect a handshake and a smile.

 
[spoiler=Biography]
 
Raised in Austin, Texas, Henry Sanford has always been a wealthy, hard working man.  Born to James Sanford and Yolanda Oglevee-Sanford, Henry is an only child.  His father was an oil tycoon, having amassed a multi-billion dollar fortune before the world went under.  His mother was a pediatrician, working with children most of her life.  Never seeing his parents too often, Henry was raised by the farm he lived on.  The maids, the assistants, the employees that worked for his parents.  He loved them.  Henry looked up to them as he grew up, seeing their work first hand.  They taught him the value of working with his hands, and the feel of accomplishing a day's work with manual labor.
 
Henry learned to raise cattle, and how to collect milk.  He learned to ride horses, and competed in competitions with his own raised steed.  He learned to care for chickens and sheep, and of course how to herd them and protect them from predators.  Henry learned to become a hard working man, not by his parents, but by the people they treated as nothing more than hired help.  The things that most people would overlook, Henry valued.  But with the teachings he was given, he began to resent his parents for their lack of "vision in reality" as he saw it.
 
At the age of eighteen, he bid goodbye to his parents, their home, and their employees.  To thank the people who raised him for their love and contributions, Henry left half of his own inherited fortune ( a sum of four billion USD) to be divided evenly among them.  They had earned it, as far as he was concerned.  After leaving his parents behind, Henry joined the Navy, where he would largely forget his parents.  
 
Naturally, Henry wasn't welcome among the common Navy men and women.  What reason could a rich boy have to join the United States Navy anyway?  But he was thankful that he joined, as the world once again fell into turmoil.  Somewhere along the line, Henry was apart of an unapproved ground assignment against SAF forces.  Carelessly, he wandered into the range of an IED, and lost his jaw.  Thankfully, he survived, even if it was to end up with a metal jaw.  Ten years after joining the Navy, the Last War, the introduction of the Shells, and the SAF all came into play.  Henry knew then that his decision to join the Navy was the right one.  This would prove true at his ripe young age of thirty-nine, when he was promoted to the position of Vice Admiral aboard a Motherwill he had come to love.  It had been named "the Bandit" long before Henry had come aboard.  But when the Admiral had been taken down under suspicion of treason, Henry had to step up.  At the age of forty, he was the Admiral of "the Bandit", and he held that title with pride.  This was especially true as the new Admiral Sanford began to identify himself as one with his vessel.  
 
Now having been an Admiral for two years, Henry was now established as "the Bandit", having had successes against SAF forces, and often "stealing away" victories.  

 
Machine:  "The Bandit" Motherwill
 
Skills and Specializations:  
  • Strong leadership skills
  • Strong tactical skills and analysis
  • A decade of experience in combat
  • He's a Texan

 

 

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[spoiler=Big Damn Hero]

Name: Captain Michael Erwin Wittman, “Mike” to his friends.

Age: 38

Gender: Male

Faction: Terra Firma

Occupation: Pilot

[spoiler=Appearance]

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Standing significantly taller than the average man, Captain Wittman can be an imposing man when met face to face. That his eyes vary in color between blue and green depending on the lighting only makes this more so. Years of fighting against the oppression of the shells have made him strong in spite of the hostile environments he has grown in, and his body is therefore muscular. Not that most people get to see his body outside of the officer’s uniform he wears in nearly all occasions. Even when piloting his Combat Frame he only removes the outermost layers of it, which he promptly dons once more upon leaving it. In spite of most military regulations, Michael keeps his prematurely gray hair grown out fairly long and even partially covers his face with it when he can. While most suggest that relaxed grooming standards are just one of the perks of being a hero, the truth of the matter is that his body is covered with dozens of unsightly scars that he prefers to keep covered. This preference is also shared by Terran High Command. After all, Terra Firma can hardly have the man featured in so much of their propaganda looking like anything less than the very best.

 

[spoiler=Personality]

For being the man that many regard as the face of Terra Firma, Michael Erwin Wittman is surprisingly moderate in his opinions and beliefs. Ever since he first took up arms against the oppression of the Shells, he has asserted that those who fought with him should do everything in their power to take the moral high ground. This has included his insistence on their taking proper care of prisoners of war, a point that he has literally come to blows with other officers over before, and avoiding attacks on civilian population centers. That is not to say that he is against direct attacks on the shells. After all, their enemies have chosen to combine their military and civilian centers into single entities. In order to make lasting gains in the war against them, the Terrans have to attack. Though he is decidedly against the further use of Stonehenge to bombard the shells, saying that “while the initial bombardment of Shell Eden was necessary both to demonstrate to our enemies that the Terran People are not to be underestimated and to enact justice for San Loma, subsequent attacks would risk allowing our enemies to drag us down to their level.” When asked what methods of attack he would prefer, he has suggested the direct deployment of troops and combat frames onto the shells themselves in order to take control of them. Not that this means he fights with any less fervor than any other soldier of Terra Firma. After all, there aren’t any civilians in the Shell Armed Forces.

 

Off the field of battle, and without regard to his opinions, Michael quite enjoys being able to relax and enjoy free time with the other pilots wherever he happens to be stationed. Most often this includes taking them out to a bar if available, or to a cantina if the base or fortress they're stationed on has one. In the event that the Admiral or other officer the lot of them are under disallows drinking, Michael makes sure to sneak some along with him to improve morale. In cases where this brings him into disagreement with the commanding officer, he makes quite a show of directly challenging them to let their pilots have a little fun. Though this rarely makes him any friends among command staff, it makes him enormously popular with the other pilots with him. This "maverick" attitude has even inspired others to act in the same way, and while he doesn't publicly encourage them he does see a certain amount of necessity to men like him. After all, soldiers need to have someone they know cares enough about them to get them something to enjoy on their free time. In rather stark contrast to this, Michael prefers to eat healthy when he can. He isn't going to turn down a hot meal just because something fried ends up in it, but if he can handle his own meals it's tofu and salads for him. Not that he tries to impose anything more than just trying it on those around him. "Wheatgrass isn't for everyone."

 

[spoiler=Biography]

Michael Wittman’s story is one that is all too common among the membership of Terra Firma. Born in August of 2182, he grew up in the years when the Shell Coalition and SAF were most violently imposing their control upon the surface. This was only exaggerated by their living in the iron rich regions around North America’s Great Lakes, and practically since he was able to stand on his own Michael had to join his parents in the mines. As one might expect, this was a difficult place for anyone to grow up. Mistreatment and abuse by SAF soldiers was common, as were killings of “problem” workers to keep the others in line. Eventually his parents were caught up in it, accused of plotting to sabotage the mines and killed in front of him. He was 12 at the time. A year later many of the miners rose up in open rebellion against their oppressors, and Michael found himself swept along in it. Things would surely have gone poorly for the rebels, were it not for Wittman and a few others managing to break their way into one of the Combat Frame hangars maintained there. With SAF personnel never having expected it to be breached there was minimal security inside, and so Mike and the others were able to overwhelm what little there was and steal a number of Frames to reinforce the embattled rebels. Though they were unable to take the mines, the newfound pilots were able to secure the escape of those with them and disappeared into the wastelands of the North American Interior. They were followed by an SAF squadron unwilling to let their stolen frames get away, and would have been destroyed had they not been happened upon by a patrol from one of the independent areas.

 

These Freedom Fighters were able to drive off the SAF and escort the escapees deeper into the region. Michael and the other new pilots begged to be allowed to join them, and they were not turned away. These early years were some of the best of Michael’s life. Between the newfound freedom and  better food than he had ever had, it was easy for him to make himself at home and easier for him to defend it. For some time he continued to pilot the stolen SAF CF, which he was told was a GI-64 Ranger, but as the disparate autonomous regions across the world began connecting and cooperating he soon found himself supplied with a brand new machine. The CF-03 Tigris, supplied by Terra Firma, was superior in every way to his old Ranger, and in it he turned the name Michael Wittman into something to fear. By the time he officially joined the Anti-Shell Group in December of 2198, at the age 16, he was already a hero among the rebel groups. His joining Terra Firma, and subsequently sharing his story with them, would prove to be a turning point.

 

With so many of the disenfranchised people on the surface able to relate to his story and his own success in combatting SAF pilots, it was easy to turn him into a legend to rally around. This allowed Terra Firma to expand its recruiting enormously, and promptly painted an equally enormous target both on the organization and the man that had become its public face. Over the next several years, Michael was targeted by numerous SAF snipers on the field, and without exception he destroyed every last one of them. Coming out of longer and longer odds each time, often entirely unscathed, only grew the legend that was being built around him. Eventually, both Michael and Terra Firma had gathered enough support in terms of manpower to make an attempt on liberating the mines where he had grown up.

 

The assault began in August of 2208, and though Terra Firma initially had the element of surprise on their side that was quickly spent. What was supposed to be a quick and easy assault turned into a long, drawn out engagement as both groups fortified their holdings and began trying to grind each other down. Dozens of times Michael found himself dueling SAF snipers, and as before he vanquished each one. That is, until he met his match on the fourth of July in 2209. When he was providing fire support to a Terran squadron that was making an assault on the SAF held surface mines, he came under fire from an SAF pilot in a new machine which he recognized as the GI-100 Sharpshooter. Though he was at a disadvantage against the newer frame, Michael had beaten pilots in such things before and promptly answered the challenge. Their duel carried them across every environment of the mines, and at times briefly brought the both of them into melee with each other. Eventually the sniper lured Wittman to the top of the mountain of slag and discarded rock from the mines while he retreated to an elevated position on the far side. The two sighted down on each other across nearly three kilometers of open ground, and Michael’s rifle failed just a second before his cockpit was torn open by a shot from the sniper's rail rifle and the frame’s drive exploded and sent him flying. He might have died there, if it weren’t for the quick action of a Terran response team. He very nearly died anyways, and remained in critical condition for nearly a week after. SAF personnel were quick to announce his death, and Terra Firma did not refute it.

 

When he did recover, he immediately began undergoing physical therapy and reconstructive surgery. He went along with it voluntarily, understanding both that he had become bigger than just one soldier and that his return to the battlefield would be an enormous boost to morale. He was not allowed to return to combat in 2211 when he was deemed medically fit for duty, as the higher ups of Terra Firma had something else in mind. Not only did they need an appropriate time for him to return, apparently from the dead, but they needed a proper machine for him. The latter came in the form of the, at the time, highly experimental CF-08 Smilodon: a Combat Frame just as durable as any Terran machine built specifically to fill Michael’s preferred role as a sniper. As he changed roles from combat pilot to test pilot, the newly promoted Captain Wittman awaited the chance to return to the field of battle.

 

That chance came in 2215, when word reached Terra Firma of an impending SAF assault on the city of San Loma. Michael was given command of three squadrons of pilots and a mobile fortress for them to deploy out of and sent to San Loma to see to it that the impending fight went in the Terran’s favor. His and other forces arrived just as the populace began protesting SAF arrival, and a tense standoff began as he ordered his to hold back and try to prevent unnecessary civilian casualties. Unfortunately, their arrival emboldened certain elements of the protest and before long riots broke out. Michael himself is unsure who fired first, knowing only that in seconds it went from rioting to full blown combat and bombing the place into submission. Most of the Terran forces were forced to retreat, and Captain Wittman’s group specifically escorted as many civilians out with them as they could.

 

The large-scale results of this are well known, and the personal results for Michael Erwin Wittman saw him become the face of the suddenly ascendant power. He featured in a great deal of propaganda, including the public reading of Terra Firma’s declaration of war on the Shells. In the years since he has commanded many forces, even small elite teams venturing deep behind enemy lines to deal as much damage as possible to areas of importance to the Shells, but he has never remained permanently with any force. He moves from place to place across the front lines, his arrival often being the only warning commanders get that they are going to be participating in a major offensive. As one might expect he has been targeted by SAF snipers yet again, even some piloting Synchro Frames, and as one might expect he has bested them all.

 

Machine: CF-08 Smilodon, Callsign Fatalis

[spoiler=Skills/Specializations]

Ace Pilot: As an older man in a profession where men die young, Michael has attained mastery of his profession through simple necessity. In terms of pure ability with his machine, he is a match for any pilot and superior to many. Though he does specialize in long-ranged strike-and-fade attacks, many SAF pilots have made the fatal mistake of assuming he is helpless in melee.

Marksman: Easily one of, if not the, best sharpshooters in Terra Firma’s ranks, Wittman is capable of pushing any ranged weapon in his hands to the very limit of their performance. Combined with weapons capable of engaging at extreme range, this makes Michael the most terrifying foe you might never even see.

Memory: One of the most important, and least appreciated, aspects of a pilot’s skillset is the ability to remember details of their surroundings. Michael has no difficulties with this, and often needs only the briefest moment to determine all he needs to know about where he is going to fight.

 

[spoiler=Misc. Info]

-As one might expect of the public face of Terra Firma, Mike has received just about every award it is possible for a Terran pilot to receive. This includes those normally reserved for being given post-mortem, such as the Black Cross. This is mostly to propagate the myth that he came back from the dead, and he does not wear the majority of his awards on his uniform.

-Though the officer's sword he carries is meant as a ceremonial weapon, it is actually quite functional. In addition to that, Michael is quite good at fighting with it. He even tends to challenge officers he is deployed with to fencing matches, as a way of judging their character.

 

 

 

[spoiler=The Hero’s Mighty Steed]

Unit Model Number & Name: CF-08 Similodon, Callsign “Fatalis”

Unit Type: High Performance Specialist Use Combat Frame

Manufacturer: Grunder Industries

Faction: Terra Firma

Crew: Single Pilot, in Standard Cockpit in Torso

Overall Height: 15.05m

Powerplant: Siedrich-Tesla Drive

Top Speed: 100kph (Running), 210kph (Skating)

[spoiler=Image]

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[spoiler=Description]

First designed in 2208, the CF-08 Smilodon was intended as a way to further increase the combat effectiveness of Terran Aces in the field. Through advances in motive system tech, Grunder Industries was able to push the top speed of the new frame much higher than that others they had supplied the nascent power. Thanks to improved armor technologies, they were able to do so while maintaining the durability that Terran Combat Frames were known for. Thus the end result was a machine which far surpassed anything in SAF hands at the time that looked to be the perfect answer to their enemies numeric superiority. Interestingly, Grunder took a page from Drachenmoore Armaments’ book and built the frame with a degree of modularity in mind. This was less to allow it to fill multiple combat roles, and more to allow it to be customized to the particular ace’s specifications.

 

The bombing of San Loma, and sudden ascendancy of Terra Firma, briefly saw not only an increased demand for the new Ace-use frames but also saw an influx of resources to allow Grunder to produce them. For a few years following, the Smilodon was enormously popular. It featured prominently in films and recruitment posters, and the aces who received them were able to wreak havoc on an unprecedented scale on the battlefield. Michael Wittman in particular put the remarkably fast and agile machine to perfect use in his strike-and-fade sniping attacks. Unfortunately, the heyday of the Smilodon was to be limited.

 

The advent of SynCHRO and the Frames to which it was attached quickly spelled the end of an Ace-use Combat Frame. Many of Terra Firma’s aces proved to be capable with the new system, and very quickly replaced their Smilodons with the new machines.

 

For reasons that have not been made clear, Michael Erwin Wittman has continued to operate callsign “Fatalis” even as his peers have begun using more advanced Frames. Even so, with his machine so thoroughly customized both in its inbuilt systems and in the equipment it carries he has proved that this most advanced of Terran Combat Frames still has a place on the battlefield. “It’s not about what you have, it’s about what you do with it.”

 

[spoiler=Equipment & Features]

  • Advanced Target Acquisition System: A suite of sensors designed to allow the Smilodon to lock onto and track up to fifteen targets at once, this is the only secondary system which came standard with the new frames when they were produced. Largely useful to pilots who utilized guided munitions such as missiles, Captain Wittman still finds this useful for keeping track of enemies who might be trying to flank him.
  • MkIII Sensor Array: Where the target acquisition system allows callsign “Fatalis” to track enemies, this allows the frame and its pilot to maintain a clear view of their combat environment through a mix of RADAR, Infrared, and even SONAR. The realtime view of the battlefield this grants the pilot is invaluable, as it often reveals things that a simple visual once over would have missed.
  • Stabilizers: A set of internal Gyroscopes designed to keep callsign “Fatalis” moving evenly across the ground, these allow for it to fire hand-held weapons while moving at close to maximum speed without significant loss of accuracy.

 

 

[spoiler=Armaments]

  • 25cm Rail Cannon: The weapon that sees the most use when Captain Wittman enters the fight these days, this is an enormously destructive piece of equipment. It is capable of tearing Combat Frames apart with a single shot, and even able to damage Mobile Fortresses with careful shots, at extreme range. Combined with Michael’s favorite tactic of shooting twice from a single location and then quickly moving out, this can make it difficult to even know that the legendary Ace is the one shooting at you.
  • 7.5cm Gauss Rifle: Not every occasion calls for enormous firepower at extreme range, and for those occasions the Smilodon always carries this smaller secondary rifle. A medium ranged weapon at most, its higher rate of fire with respect to the Rail Cannon makes it better suited to dealing with those few foes who close the distance.
  • Taser Knives: Sometimes an enemy will get right into the Ace’s face, thinking they can deal with him in melee. These weapons, which deploy out of sheaths mounted on the Smilodon’s forearms, make that a very dangerous prospect. The electromagnetic pistons that bring the blades out to bare can easily drive them through the armor on Combat and Synchro Frames, and the crackling electrical current which surrounds them means that even glancing blows can cripple a foe in melee.
  • Vibrosword: Of course the ace needs a proper melee weapon for when he actually chooses to engage in close quarters combat, and so callsign “Fatalis” has been outfitted with this. A Katana-style sword locked to a magnetic hardpoint on the frame’s back, this weapon uses high speed vibrations to improve the cutting power of its edge. On the rare occasions when he has used it, Michael has demonstrated unexpected skill.
  • Multiple Missile Launcher: A weapon system purely included to allow extra utility, this simple metal box can lock onto hardpoints atop each of the 08 Smilodon’s shoulders. Firing exclusively guided munitions, this is the system that makes the most use out of callsign “Fatalis’s” Target Acquisition System. When empty, the launchers can be purged from the frame to reduce the size of its silhouette.

 

 

Misc. Info: At Captain Wittman’s request, callsign “Fatalis” was outfitted with a cup holder and small electric kettle in the cockpit. It also includes a compartment intended for mission critical documents, and like most pilots Michael uses his to store food to eat when out on patrol or particularly long field deployments.

 

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[spoiler=The Social One]

Name: Heinrich von Drachenmoore, Cobra 17

Age: 24

Gender: Male

Faction: SAF

Occupation: Pilot

[spoiler=Appearance]

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Pale skin and the distinctive red hue to his eyes automatically mark Heinrich out as a member of the Drachenmoore family, who even before they rose to prominence were notable for their near albino colorations. Though most often found in his SAF standard issue flight suit, which he claims is comfortably snug, Heinrich can occasionally be found in the somewhat formal combination of a button-up shirt, vest, slacks, and jacket displayed above. Though he much prefers to go bare from the waist up, showing off a body that has been made muscular through military service and physical fitness training. Notable indeed is the tattoo on his left pectoral, depicting a hissing cobra wrapped around the number thirteen. Used to the relaxed grooming standards of a unit deployed in the field more often than not, Heinrich tends to have his hair grown out longer than is normally acceptable among pilots. In terms of facial expressions, he tends to keep a wide, welcoming smile on his face most times. Though he does wear his emotions on his sleeve, so it is often easy to tell if his mood has swung one way or another.

 

[spoiler=Personality]

Of the Drachenmoore Twins, Heinrich is undoubtedly the more personably of the two. Often going out of his way to introduce himself to those he has not met before, and easily socializing with those around him, he is a textbook extrovert. Just as quick to try to bring one of his comrades up from a slump as he is to shoot down what he thinks is a stupid idea, this man does not withhold his opinion from anyone. This, for better or worse, includes superior officers. He does of course care quite a bit about the mental state of his comrades in arms, and it manifests in his attempts to distract them from their troubles. Heinrich usually accomplishes this by “living it up” with them, which in turn usually involves drinking far too much alcohol and making less-than-advisable decisions. On that subject, Heinrich has a tendency to pursue shallow romantic, and often sexual as well, relationships with just about anyone who catches his fancy. A severe fear of commitment and upfront attitude that it isn’t anything more than fun tends to keep him from getting into anything too deep.

 

Though perhaps not as prejudiced against Terrans as a great many of his peers, Heinrich von Drachenmoore does believe in a certain amount of superiority of those in the Shells over those living below. Along with this is the belief that the Shell Coalition and SAF are the rightful authority on the world. Those who resist them he considers little better than dogs biting at their master’s hands, and he is similarly only too willing to put them down. Not that this eagerness to kill his enemies gets the better of him. He knows well enough that a mad dog is still a threat that he is not going to underestimate its ability.

 

[spoiler=Biography]

Born in May of 2196, Heinrich’s early life with his twin brother Johan was mostly unremarkable. He attended the prestigious preparatory school that his mother and father, Edda and Gregor, sent him to, and generally had the formative experience that most of the upper class children within the Shells enjoyed. This included getting very good at impersonating his brother Johan in order to pull practical jokes on friends, teachers, and just about anyone that they could get a laugh out of pulling one over on.

 

Things continued in very much this manner until the twins reached the age of sixteen, the minimum age of military service in the Shells, and decided to take the Shell Armed Forces Aptitude Test. Heinrich scored high enough on the test that he could easily have qualified for any number of prestigious Military Officer Schools on the various shells. However, after talking it over with Johan, he decided to instead attend the SAF Combat Frame Pilot Academy. Something of a shock to his friends and parents, Heinrich couldn’t care less. He wanted to learn to pilot the machines he had grown up around, and nothing was going to stop him.

 

As one might expect, his initial arrival at the Academy was met with confusion and suspicion by classmates and teachers alike. Not that it lasted long, his friendly attitude and earnest approach to learning to pilot won over nearly everyone. When he and Johan graduated in the top ten of their class, they earned cheering from just about everyone. With a year of studies under their belt, and high marks giving them the choice of nearly any potential assignment. Of course they picked the one that required a month-long qualification course: the Asymmetric Warfare Division’s Special Tactics Groups.

 

The Special Tactics Groups (STGs) were at the time one of the most prestigious assignments for an SAF Pilot, and their month-long qualification course is considered the most grueling experience a pilot can go through. Days on end of continuous combat drills with oftentimes barely an hour of sleep between moments of intense action, along with extensive combat training to prepare a prospective member for situations when they end up stuck outside of their Frame. Though he was so tired he, along with the rest of his classmates, could barely stand up straight at graduation, Heinrich made it through to the end. Though it took some convincing of both the course proctors, and their prospective Commanding Officer Captain Emmanuel Jensen, Heinrich and Johan both ended up joining STG 13, Callsign Cobra.

 

The other pilots of STG 13 didn’t exactly have time to doubt the twins, as they were deployed to enact a guerilla operation in a French independent zone shortly after they joined. Things generally went like that while Heinrich was a member of the Special Tactics Group: spend a few days winding down before being sent off to the next location. Everything from capture kill missions behind enemy lines to last-second reinforcements for a major assault, STG 13 went nearly everywhere in the world often with little notice. Things only got more interesting for them after San Loma was bombed, but all in all Heinrich handled things well with his new comrades. In fact he became quite close with a number of them, much to Captain Jensen’s repeated annoyance. Not that anything ever came of the threats of action against any of the involved parties. So for five good years, Heinrich handled his position in the unit nicely.

 

The advent of SynCHROS technology in 2218 saw numerous members of the various STGs tested for aptitude with the new system, and lo and behold Heinrich was among those who were judged able to handle the new machines. So he, and his brother as well, was pulled from active duty, much to the envy of his comrades, to be outfitted with a Frame using the new system. It was at this point that his parents stepped in, insisting that their children be equipped with frames that Drachenmoore Armaments played a strong role in manufacturing. To that end a good deal more time was spent fitting the new machine to fit the fighting style Heinrich had become accustomed to, and so it was just as STG 13 went on Holiday Leave in December of 2218 that SFS-017 Ascalon was finished and cleared for service, along with his brother’s machine SFS-016 Balmung. Content in the knowledge that they would be returning to service, the brothers rejoined their friends and comrades and promptly partied the holidays away. They even introduced the team to their parents, who took something of a liking to the group. All in all, when their leave was brought to a surprise end by an assignment to reinforce defenses on the Hawaiian Islands in anticipation of a Terran Attack, everyone expected it to just be more business as usual and the addition of the two SynCHRO Frames to make quick work of the Terrans’ forces.

 

Except it wasn’t business as usual. STG 13 arrived just as Terran Forces were making landfall, and though the initial shock of their drop directly into the midst of the fighting turned things around initially it quickly became clear that the battle was going against them. SAF forces were cut off from reinforcing as the Island Chain was surrounded by a fleet much larger than anticipated, and the Twins Synchros had their impact limited by the deployment of Terran examples. The fighting drug on for months, until in July of 2219 SAF forces finally managed to break through the Terran blockade and deliver reinforcements including STGs 11 and 12. By this time though the damage was already done, and only a tenth of the original defense forces remained, including only the Drachenmoore Twins from STG 13. Though they joined in the push to force the Terrans back off the islands, and in so doing managed some amount of revenge for their fallen comrades, when the fighting was done they were put on extended leave. STG 13 could not be simply rebuilt, especially with neither of the twins the type to take command. So while SAF High Command had little to do with them, the twins simply sat, waited, and tried to get used to the idea of living civilian lives. That is until one fateful day in the Summer of 2220 when one Captain Thomas Renner contacted the twins with a proposal. For his part, Heinrich was eager to accept.

 

Machine: SFS-017 Ascalon

[spoiler=Skills and Specializations]

Exceptional Pilot: The STGs didn’t take just any pilots, and like all of his contemporaries Heinrich was a cut above the rest. His style in particular is to keep on the move, engaging enemies at medium range with rapid fire weaponry.

Marksman: As one might expect, Heinrich’s fighting style requires a great deal of skill with ranged weapons. While he certainly prefers high rate-of-fire armaments, he is equally adept at engaging at long range with slower but more powerful weaponry.

Personal Combat Skill: A necessity of being a pilot who might very well be shot down behind enemy lines, Heinrich can handle himself against other humans in both hand to hand and with small arms. Not that this helps much if he finds himself staring down a combat frame outside of his cockpit.

 

 

 

[spoiler=Resplendent Spear]

Unit Model Number & Name: SFS-017 Ascalon

Unit Type: Squadron Fire Support Synchro Frame

Manufacturer: Strategic Research Institute & Drachenmoore Armaments

Faction: SAF

Crew: Single Pilot, in Standard Cockpit in Torso.

Overall Height: 15.22m

Powerplant: Siedrich-Tesla Drive

Top Speed: 95 kph (Running), 190kph (Skating), 260kph (Boosting)

[spoiler=Image]4MBEzSu.jpg

 

[spoiler=Description]

Though originally intended as something simpler by the Strategic Research Institute, SAF’s own team of weapons technology developers and the makers of most Synchro Frames, the involvement of Drachenmoore Armaments saw SFS-017 becoming something much more. Built with the intention of fitting the “run-and-gun” fighting style that Heinrich von Drachenmoore had developed while with STG 13, the new frame quickly took shape as a remarkably quick and stable weapons platform. Though the DA technicians that worked on the project would never admit it, they based much of their design philosophy on the LI-07 Linebacker. When production was finished on the machine, it was received by its pilot with excitement and anticipation.

 

The Ascalon, as it was dubbed, met its performance expectations admirably during its first deployment to the defense of Hawaii. The highly mobile frame demonstrated its ability to outmaneuver enemies in the field, and when forced into a more static position its ability to support heavy weapons and accurately target enemies at great range was invaluable. It also proved to be a good bit more durable than the average SAF Frame, though that is more easily ascribed to the higher quality of armor that tends to go into producing Synchro Frames than anything else. Though it may be limited in terms of the armament it carries, the 017 Ascalon is more than capable of putting that armament to frightening use.

 

[spoiler=Equipment & Features]

  • Enhanced Motive System: More powerful actuators, stabilizers built into the arms and legs, and a more advanced SMS not only propel the Ascalon to speeds exceeding those of most traditional Combat Frames, but also allow it to more easily keep heavy weapons on target. As one might expect, this makes it a very mobile fire support frame that is in many ways the big brother to the LI-07. It also means that the rare Terran pilot who gets into melee is in for more than they planned for. A stronger motive system means a more vicious punch.
  • Target Acquisition System: What it says on the tin, this augmentation to usual sensors allows the Ascalon to lock onto multiple targets at once. While the frame tends to make limited use of guided munitions, this is still useful for tracking the movement of targets and potential threats.
  • OWS 3 Sensor Suite: Intended for use in reconnaissance situations, the current frontrunner in battlefield sensor technology is still highly useful for more traditional combat. The more advanced combination of RADAR, SONAR, and Infrared gives a clear picture of the battlefield, and makes it difficult for enemies to hide even behind cover.
  • DA 1A Overbooster: In the place of the typical airdrop thrusters or parachutes seen on most SAF Frames, the Ascalon was equipped with something unique. A combination of thrusters and stabilizers attached to the machine’s waist and a backpack containing additional thrusters and small wings, this could very well be considered an advance in allowing Combat Frames to fly. While the lift produced by the various surfaces and thrusters is not sufficient to allow the machine to actually fly, the Overbooster, as the set is classified, provides enough to allow the Ascalon to glide with a fair amount of control during descent. This ability to remain airborne for a considerable length of time allows the frame to fire down on enemies from above. When on the ground, the pack can be reconfigured to increase Ascalon’s “skating” speed, or else remain arranged with its thrusters pointed to the ground and allow the frame to “jump” and glide short distances as the battlefield requires. In the case that it suffers catastrophic damage, all portions of the Overbooster can be purged.
  • Chaff Launcher: Included in the Overbooster’s backpack, between the two main thrusters, are several packets of electrically charged strips of metallic foil. These, when deployed, are used to interfere with the RADAR signature of the Ascalon in order to break weapons lock-ons.

 

 

[spoiler=Armaments]

  • OWS 2B 105mm HEM Cannon: Featuring two modes of fire, this weapon can deliver both long ranged highly accurate shots and medium ranged rapid fire. When in Automatic mode, the rails down the length of the barrel are not fully energized and serve only to stabilize the projectiles while the coil near the back propel rounds forward. While this reduces individual round velocity, the low charge time of the coil allows for a Rate of Fire equivalent to the Assault and Battle Rifles used on both sides of the war. In Precision Fire mode, the rails and coil fully energize with each shot. While the necessary recharge time of the rails significantly reduces rate of fire, the velocity of each projectile, and therefore effective range of the weapon, is significantly increased. Whatever the case, these large caliber weapons are devastating at any distance within their range. The Ascalon carries two, one in each hand.
  • 30mm Gauss Machine Gun: This is a reliable weapon sporting exceptional automatic rate of fire. Though its larger caliber makes it better suited to firing upon enemy frames than missiles, it can still fill much the same role as the Vulcans seen on the Skydiver MkII. The ascalon mounts two, one on each hip, with significant vertical traverse.
  • DA 1 Offensive Shield: An attempt to make sure the Frame is not helpless in the event of an enemy engaging in melee, these small elliptical shields were mounted on each of the Ascalon’s forearms. While they do not look like much, the reinforced armor plating they are made of means they can take a surprising amount of damage without being cut. High heat resistance means that the shields can even sustain hits from plasma weapons, though not for long. Furthermore, the tip of each one is pointed and sharpened to serve as a surprisingly effective weapon in melee.
  • Micro Missile Launcher: Mounted in pairs just inside of the main thrusters on the Overbooster’s Backpack, these incredibly basic weapon systems hold large numbers of relatively small “Micro” missiles. Thanks to their small size, these guided munitions are fairly short ranged for their class of weapon and fairly limited in their available payloads. Even so, a barrage of the small high explosive projectiles is not something one wants to be on the receiving end of.

 

 

 

 

[spoiler=The Loner]

Name: Johan von Drachenmoore, Cobra 5

Age: 24

Gender: Male

Faction: SAF

Occupation: Pilot

[spoiler=Appearance]

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Immediately notable as a member of the near-albinic Drachenmoore family by his red hued eyes and pale skin, Johan nonetheless does what he can not to stand out. He tends to cover his muscular body with the SAF standard issue SynCHRO Frame Pilot’s flight suit, over which he wears the less form-fitting combat dress of the Special Tactics Groups. That is to say, the pants and jacket of their orange-striped grey fatigues. Even so, he still proudly displays the hissing cobra wrapped around a number thirteen on his jacket’s back. Though when he has the chance to get out of it, he tends to wear a button up shirt, vest, slacks, and jacket which he finds far more comfortable. His long, grayish brown hair is kept long due to years of operating under the relaxed grooming standards of a field unit. Not that this applies to facial hair, which he always keeps clean and smoothly shaved away. Not one to show emotion, Johan has a bit of a resting jabroni face that tends not to vary much one way or another.

 

[spoiler=Personality]

The less personable and more thoughtful of the Drachenmoore twins, Johan readily fits the definition of an introvert. He prefers to let people come to him if they are going to interact with all, and more over preferring to keep those interactions brief. His own company, or that of a book or loyal pet, are more than enough to keep his free time occupied to his liking. In terms of books he prefers works of mythology and fiction from before the Last War, with the Iliad being a favorite of his. In spite of this, he does care about his fellow pilots. He just prefers to do so from afar, and alert doctors or psychiatrists of warning signs. Not that he is as adept at recognizing them in himself. Though if somebody is going drinking, it isn’t hard to get Johan to come along.

 

Johan shares the belief of many of his peers that the Terrans are inferior to those on the Shells, though his reasoning is due less to nationalistic fervor and instead the knowledge that humans can simply live better and thrive more readily in the less hostile environments of the higher atmosphere. That he puts down Terran combatants as readily as anyone else, his brother included, is due more to a desire to exact revenge for those the Terrans killed. Considering he sees Terra Firma as a violent terrorist organization, rightly to some degree, Johan does not see any of their military actions as justified.

 

[spoiler=Biography]

Born in 2196 along with his identical twin Heinrich, Johan grew up in normal conditions under the care of Edda and Gregor, his mother and father. Through preparatory schools and the various social requirements of being a young man in the upper class of shell society, he ever managed to remain fairly grounded and avoid being dragged along in things. Excluding times when he and his brother would impersonate each other to prank someone or other at least. Johan was even looking forward to eventually taking over the family business, until when he was sixteen his brother convinced him to take the Shell Armed Forces Aptitude Test.

 

Johan didn’t think that the scores he and his twin were much of anything special, at least until the exam proctor informed them that they could very literally use their scores to end up on the fast track to a military command role. Not that he was particularly interested in such, and he would have just let the test fall away into irrelevance until his brother brought up becoming Pilots. Now that was an idea he could get behind, and while Heinrich got excited and nearly ran off to apply that moment Johan went home and managed to win their parents over to the idea. After all, they should have some experience with Combat Frames if they were going to run a company that manufactured them.

 

When the two arrived at the SAF Combat Frame Pilot Academy, Johan chose to stick to his tried and true method of letting his actions, and his brother, do the talking. Sure he didn’t earn friends like Heinrich, but nobody could deny that he outperformed practically everyone in the class. So when the final round of testing came and he narrowly beat out his principal rival for the top spot in class, there was as much cheering as there was at graduation. With himself and the other top ten in the class, Heinrich included, able to take their pick of potential assignments he immediately gravitated to the most prestigious assignment for a pilot: the Special Tactics Groups.

 

This of course meant that he, along with Heinrich, went off to take the month-long qualification course colloquially known as “the field trip to hell.” With additional training and testing so intensive that it roused shakespearean insults from the usually unexpressive young man, Johan could well believe that the name was justified in its entirety. Still, when the month was over and he and Heinrich barely managed to stand up at their graduation, the Twins managed to convince both their prospective Commanding Officer Captain Emmanuel Jensen and the course proctors to let them both join Callsign Cobra, STG 13.

 

With his first deployment as a member of STG 13 coming just a few days after joining the force, Johan found himself fitting in quite well after he demonstrated his skills in the field. Though he never got quite as close with the others as his brother did, not for lack of some of his comrades trying, he did find himself nicely at home among the STG. At least until 2218 when SynCHROS technology emerged and he and his brother underwent aptitude testing for it. Johan proved to be quite able with the new tech, as did Heinrich, and so they were pulled out of active duty to be outfitted with frames using the new system.

 

A few letters home to his parents to let them know what was happening had Drachenmoore Armaments scrambling to get involved in building the machines for their heirs. Though Johan was less than pleased about it taking much longer, he could hardly argue with the results when SFS-016 Balmung was finished and designed perfectly to match his combat style. In spite of it taking longer than expected, Balmung and 017 Ascalon were finished in time for the twins to rejoin STG 13 for the holidays. Even Johan got into the celebrations, which he got out of when he and a female groupmate by the name of Elise ended up a bit too close and he was promptly embarrassed by the entire rest of the team cheering him on. Still, things were looking up when STG 13 was called off to assist in defending the Hawaiian Islands from an impending Terran assault.

 

The defense went badly almost from the moment they hit the ground. Though the initial shock and awe of STG 13’s arrival bought the defenders some time to catch their breath, the battle quickly turned into a bloody grind against them. The presence of Terran Synchro Frames prevented Heinrich and Johan from making as much of a difference as they should have, and where that failed overwhelming numerical superiority and an attack from all sides saw hope dwindling fast. By the time STGs 11 and 12 arrived at the vanguard of an SAF breakthrough, all that remained of Callsign Cobra was the Twins.

 

Though Hawaii was successfully retaken after the months long siege, the Twins were put on extended leave for the remainder of 2219 while High Command decided what to do with them. Johan, no longer content to simply assume the leadership role of Drachenmoore Armaments, managed to catch the attention of one Captain Thomas Renner. When Renner conducted a proper interview of the two, he decided that the Tactical Response Armored Platoon needed them. Though Johan remains hesitant to give up Callsign Cobra 5, he has gone along with the plan to join them.

 

Machine: SFS-016 Balmung

[spoiler=Skills and Specializations]

Excellent Pilot: Simply qualifying for the Special Tactics Groups marked Johan out as an uncommon pilot, and thriving for five years in them is all the proof anyone needs of him being worthy of the title of Ace. Preferring to put his frame’s speed and agility, compared to Terran examples, to use in closing rapidly with the enemy and carving them apart in melee, Johan inspired fear like few others could in the heart of the melee.

Master-at-Arms: The fear Johan inspired in most foes was certainly well placed, as he is a butcher of skill that very few can match. The average soldier is little more than another nick in his blades, and it takes a real prodigy to join him in the deadly dance of close combat.

Personal Combat Skills: Taught purely out of necessity, Johan is capable in both hand to hand combat and with small arms in the case he is downed behind enemy lines. Not that he is foolish enough to go at an enemy frame with just his sidearm and think he could actually commandeer it.

 

 

 

[spoiler=Burning Sword]

Unit Model Number & Name: SFS-016 Balmung

Unit Type: Close Quarters Assault Synchro Frame

Manufacturer: Strategic Research Institute & Drachenmoore Armaments

Faction: SAF

Crew: Single Pilot, in Standard Cockpit in Torso.

Overall Height: 15.3m

Powerplant: Siedrich-Tesla Drive

Top Speed: 110 kph (Running), 210 kph (Skating)

[spoiler=Image]k3jpxYB.jpg

 

[spoiler=Description]

At first intended to simply be a general combat frame by the Strategic Research Institute, SFS-016 was put down a different path when Drachenmoore Armaments became involved. Using data regarding Johan von Drachenmoore’s fighting style, gathered mostly from STG 13’s after action reports, the newly dubbed Balmung was designed with the express intention of getting quickly into melee with enemies. The most notable advance in this regard was the much more powerful Secondary Movement System, which lends the frame’s feet its unique shape. Combined with a diverse arsenal of melee weaponry, and the enhanced armor common to Synchro Frames, SFS-016 Balmung was believed to be ready and it and its pilot were put on active duty.

 

During its first deployment to break the Siege of Hawaii, the Balmung proved to be every bit as dangerous as it was envisioned. Fast enough to run down nearly every Terran frame and more than capable of dealing with them when they were caught, there were few foes that could meaningfully threaten the Frame. While most would consider being designed purely for melee combat a detriment, the Balmung demonstrated decisively that such frames were a force to be reckoned with.

 

[spoiler=Equipment & Features]

  • Airdrop Equipment: Like most SAF Frames, the SFS-016 Balmung comes equipped with extra shock absorbers in the legs and retrorockets to prevent damage to the frame during airdrop operations. Unlike most other frames, the Balmung’s attach to hard points on the legs and waist and purge shortly after landing.
  • Advanced SMS: The primary reason for the Balmung’s high speed, this is a more powerful version of the standard SMS. It also grants the frame its unique foot shape, thanks to the large Siedrich Field Generators therein.
  • Enhanced Motive System: More powerful actuators and stabilizers built into the Balmung’s frame, combined with its Advanced SMS, can quickly propel the frame up to its top speeds with little effort. This additionally makes all of its limbs capable of exerting a great deal of force, amplifying the destructive power of its melee-focused arsenal.

 

 

[spoiler=Armaments]

  • DA MkIII “Flammesser” Coil Sword: Based on the infamous DA-X1 Coil Blade, this weapon is more complex than its appearance as a sword would suggest. Integrated within the blade is an electromagnetic coil, which serves to heat the blade above the melting point of conventional Frame armor. The blade itself is composed of an alloy capable of maintaining rigidity and hardness at such high temperatures. This ensures that the weapon is in little danger of melting itself. In spite of this “resistance” to heat, the weapon will corrode over time from use more quickly than other solid blade weapons. For this reason, the Balmung carries four at any given time in order to quickly replace those used up.
  • Taser Knife: These short-bladed weapons make up part of the Balmung’s secondary armaments. Carried three at a time in two sets of holsters on the shoulders, making for six blades total, these solid metal knives contain high energy batteries in their handles. The batteries in turn electrify the blades, making it so that any strike with them will do damage to systems even far from where the cut is made. The batteries are actually rigged to dump their entire charge during the first strike, meaning that even glancing blows can significantly damage susceptible systems. The disadvantage wrought by this is offset by the holsters doubling as charging stations for the knives’ batteries.
  • 88mm Rail Rifle: Added to the Balmung’s arsenal in the aftermath of the Battle of Hawaii, this serves to give the frame a much needed means of engaging targets at range. On other frames the low rate of fire might be considered disadvantageous, due to its reduced effectiveness at close range, but on the 016 that is almost an advantage. Any frame that closes the distance to get inside of the Rail Rifle’s effective range is going exactly where its pilot wants them. The rifle mounts to a hardpoint behind the frame’s left shoulder, and is fired in one hand.
  • DA MKI Asymmetric Defense System: Mounted on the right side of the Balmung’s back, this set of three large shields serves to provide some much needed defense. Each of the shields is composed of highly impact resistant material. In addition to this, the central shield includes an S-Field Projector and the outer two Amplifiers. Thus they protect against both solid weapons and plasma weapons. In the event that it suffers significant damage, the entire system can be purged to reduce the Balmung’s weight load.
  • OWS X3 “Starlight” Hybrid Plasma Saber: What look to simply be modified Offensive Shields on the Balmung’s forearms are in fact the next iteration of Orville Weapons Systems’ Plasma Sabers. Though their ability to project five-meter-long blades of plasma would be frightening enough, they are also capable of instead firing bolts of plasma out to a maximum range of one hundred meters. The highly robust nature of the S-Fields containing these bolts means that they will completely penetrate frames they are fired at inside of thirty meters, though their maximum travel beyond that is significantly reduced. Unfortunately, the limited plasma capacity means that using the X3 in its ranged capacity will quickly exhaust the weapons and render them inoperable. Fortunately, the mount for the Hybrid Sabers is highly reinforced and can thus be used as a small shield affixed to the arm when its ammunition is exhausted. It can also be readily refueled through standard SAF Hydrogen Canisters, or indeed any source of pure Hydrogen gas.

 

 

 

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Since this has become an important reference point, and basically includes an example of every weapon system in the RP, I have posted this until the Mecha Database is finished.

 

[spoiler=Skydiver MkII]

Unit Model Number & Name: DA-072-II Skydiver MKII

Unit type: Mass Production General Purpose Combat Frame

Manufacturers: Drachenmoore Armaments, Grunder Industries, Orville Weapons Systems, Lotus Ironworks

Faction(s): SAF

Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.

Overall Height: 15.43 meters

Powerplant: Seidrich-Tesla Drive

Top Speed: 81Kph (Running), 178 Kph (Skating)

[spoiler=Image(s)]KnwrWVt.jpg

 

[spoiler=Description]Though Orville Weapons Systems’ OWS-014 Basejumper was by all accounts a successful machine, by 2205 it had become largely outclassed by the more durable, versatile combat frames that were now in use by various surface-based terrorist groups and paramilitary organizations. Seeing the need for a new general purpose machine, the Shell Supreme Council contracted Drachenmoore Armaments, the firm responsible for creating SAF’s first production model CF, to design a replacement. The end result was the DA-072-II Skydiver MKII, which was quickly adopted as SAF’s new workhorse.

 

While not particularly innovative, the Skydiver MKII was a marked improvement over its predecessor. Its armor, while still inferior to that of its terran counterparts, was thicker and more durable, and despite the added weight the Skydiver MKII is also faster and more maneuverable than the Basejumper, boasting greater performance than its main surface adversary: the CF-06 Ursus. Unlike the Ursus, the Skydiver MKII achieves its general purpose role through modularity. It is designed to support a number of different weapons, both handheld and mounted, and can, given the right equipment, be configured for any conceivable mission role. The Skydiver MKII’s greatest strength, however, is in it simplicity. The design shares many components with other SAF CFs (and even some used by Terra Firma), and is incredibly easy to maintain.

 

In the 15 years since its introduction, the Skydiver MKII has earned itself a stellar service record, becoming the most widely used combat frame operated by SAF and seeing action on nearly every battlefield of the war against Terra Firma. Though it's beginning to show its age, it can still go toe to toe with newer, hardier Terra Firma machines, and SAF pilots swear by its speed and maneuverability. Thanks to its simple, yet versatile design, several variants have been devised in recent years, and it even served as the basis for the SFS-00X Shinobi: SAF’s first Synchro Frame.

 

[spoiler=Equipment & Features]

  • Hardpoints: the DA-072 features hardpoints for mounting additional equipment and weapons on its back and shoulders, allowing it to be configured for nearly any mission. The hardpoints are universal and can mount nearly any piece of CF-scale equipment in use by SAF.
  • Airdrop Equipment: Like most of SAF’s machines, the Skydiver MKII comes equipped with extra shock absorbers in its legs and retrorockets (in this case mounted in its rear skirt armor) for use in airdrop operations.

 

 

[spoiler=Armaments]

  • 60mm Gauss Assault Rifle: The Skydiver MKII’s standard ranged weapon, the GAR fires magnetically accelerated slugs at semi-automatic speeds (in either single shot or three shot bursts, depending on setting). It packs a respectable amount of firepower, and is able to inflict moderate damage at most combat ranges.
  • 15mm Vulcan guns: The Skydiver’s only two mounted weapons. These are placed on each side of its head, and are mostly used against enemy personnel or for shooting down incoming projectiles.
  • Heavy Bazooka: Some pilots prefer a heavier punch than the GAR can typically provide, in which case they opt for the Heavy Bazooka, which fires rocket propelled explosive rounds that are perfect for punching through armor and making a fiery mess out of enemy ships and mobile fortresses.
  • 130mm Gauss Cannon: Resembling a sniper rifle in both form and function, the 130mm Gauss cannon is ideal for long range combat, and comes equipped with a tripod and a scope. The model used by the Skydiver is notorious, both for its recoil and its ability to put holes in a combat frame from miles away.
  • 40mm Chaingun: Though not as powerful as the GAR, the 40mm chaingun makes up for it with an insane rate of automatic fire. Perfect for assault missions, it can shred armor at close range.
  • Spark Cannon: Though uncommon, the Skydiver MKII is capable of wielding a Spark Cannon, allowing it to disable enemy units with large bolts of electricity.
  • Missile Launcher: For missions that call for guided munitions, the Skydiver can mount a handheld 4 tube missile launcher. Though it can only carry a total of 8 missiles, the warheads are large and powerful, making them perfect for armored targets.
  • Stabilizer Shields: So named because of the primary function of the claw-like clamps concealed within their armor plating, the Skydiver MKII comes standard with two of these small shields, which despite their size are more than capable of defending against frame-scale weapons fire, up to and including gauss weaponry. Though they can be held in the hands, stabilizer shields are most often equipped to a hardpoint, where they can more easily latch onto terrain to assist a combat frame with weapons recoil. 
  • Vibroknife: The Skydiver’s standard melee weapon is a vibroknife that is usually mounted in a holster on one of its legs. Though small, it can be very effective in close quarters, especially in the hands of an experienced pilot.
  • Vibrosword: Some pilots prefer a little extra power in melee combat, and so swap out the vibroknife for a heavier vibrosword. It takes a bit more skill to use properly, but the results speak for themselves.
  • Arc Taser: Some pilots prefer an Arc Taser to a vibroknife, and while it can’t inflict the same amount of damage, its ability to disable the limbs of a combat frame (or sometimes even the entire machine) speaks for itself.
  • Plasma Saber: Usually given to commanders or pilots of distinction, plasma sabers are the cutting edge (literally) melee weapon for combat frames. They’re light, able to cleave through most armor with ease, and thanks to the intense amount of heat they generate, can only be parried by another plasma weapon.

 

 

Misc. info: Cockpit includes a cup holder and compartment intended for holding mission critical documents. Most pilots store MREs or snacks in it instead.

 

 

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Doing a separate post so it's easier to edit.

 

[spoiler=Winter :: Vermillion Wheat]


[spoiler=Character]FIfvVvR.png

"Je fais la guerre au ciel."

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Hex Color: #e34234

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Name: Vermillion Wheat (Also answers to "Millie" or "V")

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Age: 12

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Gender: Female

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Faction: Terra Firma

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Occupation: Synchro Frame Pilot

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[spoiler=Appearance:]
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e6T4vWl.png

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Height: 1.5 m || 4'11"

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Weight: 43 kg || 95 lbs

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Description: Vermillion’s piercing red eyes and similarly colored hair highlights are what draws the most attention to her appearance. Looking away from that, her body is outfitted with several cybernetic replacements. Both of her arms are, from just above the elbow down, replaced with a set of black and red mechanical replacements. Her legs are the same way, from the knee down. Additionally, her left eye is also false, and has been replaced with a mechanical eye, although it is nearly impossible to tell visually. Her front teeth are ceramic replacements, making them incredibly hard and capable of biting through some metals.

 

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[spoiler=Personality:]Rough Draft 1.0

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Vermillion has two wildly different personas when in and out of battle. When she isn’t fighting, she’s very cold and anti-social, generally giving only short responses and not being very active in conversations. She prefers to stay quiet, although she has formed bonds with other Terra Firma members around her age. She has shown herself to be capable of empathy, although such occasions are very rare. Her quietness is mainly due to her not being as fluent in speaking English as others might be, although she can understand and comprehend fully. She is very intelligent and calculating, and has a level of strategic understanding that rivals even her superiors.

 

When Vermillion is piloting a Frame, however, she becomes very arrogant and snide, displaying great confidence in her abilities as a pilot. Her Frame, the Voyageur, is equipped with an advanced communications array that is capable of hacking into and accessing enemy comm channels for listening into conversations. Instead, Vermillion prefers to use this functionality exclusively to taunt enemy pilots through their communication channels, often deriding their ability to pilot a Frame.

 

Vermillion is very quick to anger, and if she ever loses the advantage, she drops her arrogant face and becomes very reckless. She makes hasty and desperate decisions that endanger both herself and her Frame, and refuses to listen to commands. Additionally, she has recently begun to show somewhat masochistic tendencies, almost always having a smile when inflicted with pain.

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[spoiler=Biography:]Rough draft 1.0

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The very few things Vermillion remembers about her past are a bit hazy. She was only eight years old when the Shell Eden was bombed, and only ever remembers the event through visions in her dreams. Orphaned by the war, she was taken in by the surface’s rebel group Terra Firma, where she would be raised and trained to fight in the war. She’s been outfitted with multiple cybernetics, replacing her arms and legs, although she doesn’t remember where she obtained them. It is believed that she lost her limbs sometime after Eden’s bombing.

 

After being taken in by the surface group, she slowly began to believe that the Shells were responsible for the hardships she and others experienced on the surface. She sided along with all of Terra Firma’s beliefs, and underwent a rigorous training program. After three years, she was transformed into an extremely skilled combatant and Frame pilot, eager to go out into the field. Her small frame and preferred method of fighting landed her in a specially designed Frame that suited her perfectly.

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Machine: GRS-HM022A Hi-Speed Unit "Voyageur"

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[spoiler=Skills/Specializations:]
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  • Exceptional Pilot, SynCROS Compatible - To be able to go into battle at her age, she needed to have a much better than average skill with a Frame. After training, she was able to pilot a standard Frame beyond its capabilities, overworking and nearly destroying the Frame's mobile systems. She had to have a Frame specially adapted to her capabilities, making use of a variant of the SAF's SynCROS platform.
  • Exceptional Close Quarters Combat - Despite her small size, Vermillion is very well-trained in armed and unarmed combat, and is more than capable of fighting and defeating larger armed opponents. She uses her small frame to her advantage, making it difficult for opponents to get a clean hit on her. Her cybernetics enhance her strength so that she can disarm and overpower stronger opponents.
  • She Can Solve A Rubik's Cube - It's a completely useless skill, but she can do it in under 60 seconds.
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[spoiler=Miscellaneous:]
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Music: Ever get that feeling of Deja Vu?

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The Actual Music: Memories Lost

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Voice Actor: Aoi Yuuki (JP) / Monica Rial (EN)

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Blood Type: B-

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Language: Primarily French, English as a second language.

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Date of Birth: February 22, 2208

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Other: She mostly speaks in French as it is her first language, although she can translate some words into English if needed. *

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[spoiler=Machine]niqTmB2.png

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Unit Model Number & Name: GRS-HM022A Hi-Speed Unit "Voyageur"

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Unit Type: Hi-Speed Mobility Unit

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Manufacturer: Grunder Industries

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Faction(s): Terra Firma

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Pilot: Single Pilot in torso, just below the neck.

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Overall Height: 13.1 m

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Overall Weight: 59 tons

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Powerplant: Small-Scale Seidrich-Tesla Drive

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Top Running Speed: 155 km/h || 96 mph

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Top Skating Speed: 220 km/h || 137 mph

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[spoiler=Image:]
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[spoiler=Description:]
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The GRS-HM022A takes its original design from early Synchro Frames, though its appearance has been heavily modified to have a thinner frame. Codenamed "Voyageur," this Frame was specifically designed to wreak havoc behind enemy lines, and be able to escape quickly with its light body. It is even equipped with a highly advanced communication array to allow for espionage tactics.

 

The only weapons the Voyageur is equipped with are a pair of rapid firing plasma pistols, which use small bolts of plasma to inflict major damage to enemy Frames. It is also capable of unarmed combat with its exceptional mobility, easily toppling most Frames with ease.

 

Though the Voyageur is small and lightweight, its armor is actually very strong. It is resistant to almost any blast, and can even tank a few plasma shots. However, the primary drawback to it is the armor's flexibility. Because the armor needs to not crack under the load of the Frame's mobility, it is easily warped and bent when under heavy trauma. This means large concussive blows are capable of damaging the Frame's internals, and enough damage can cause the Frame's ST Drive to breach without actually damaging the Frame's armor.

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[spoiler=Equipment & Features:]
Equipment


Multichannel Communications Array

The Voyageur is equipped with multiple communications devices that allow the pilot to access nearly any frequency (although the pilot has to search for that frequency), and let them listen or speak on most channels. It is even capable of accessing an encrypted channel, though the system needs time to be able to break the encryption. While Vermillion does often use this functionality to access enemy channels, she has absolutely no interest in espionage, and prefers to use it solely for taunting opponents.

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Hi-Speed Omni-Directional Booster

The Voyageur is equipped with multiple boosters, located on its feet (used for skating, but can also burst for a jump), its legs, and its shoulders (facing both directions). All of them are capable of turning slightly, with a range of motion of about 30°. These boosters give the Voyageur the ability to move and pivot with ease, and can also be used to give the Frame a seemingly instantaneous burst of speed.


Features


Small-Scale Seidrich-Tesla Drive

The Frame's powerplant is slightly smaller than a normal Frame's Drive, and produces less power, as the smaller size and lighter weight of the Frame means less power is required to move it. Additionally, because the Drive runs at a lower power, it also gives the Frame a different heat signature than a normal Frame, making it difficult for some missiles to track, as they are often tuned specifically to certain heat outputs.

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Specialized Lightweight Layered Armor

The Voyageur's armor is comprised of multiple layers. On the outer layer is a basic titanium alloy shell that allows for great flexibility and is lightweight. It is only 90mm thick, and can dent or be punched through rather easily. The outer layer can be easily replaced, however. Underneath that layer are multiple layers of graphene armor. This armor is incredibly resistant to conventional weaponry, and it is effective in reducing melee damage as well. It is incredibly difficult to penetrate due to its woven design, although rapidly firing in the same area, or a powerful enough projectile hitting the graphene directly, will cause it to fail. This second layer is much more difficult to repair, and so oftentimes a compromised area may not be properly repaired either due to lack of man hours or materials. The final layer is a thin steel which covers internal components. Should a weapon be strong enough to penetrate the graphene layer, it is expected that the reduction in force from striking the graphene layer will prevent that weapon from penetrating the third layer.

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[spoiler=Armaments:]
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CQ-PPS2299 Rapid-Fire Plasma Bolt Pistol (2)

The Voyageur dual wields a pair of these plasma pistols that have devastating effects at close range. The pistols themselves are designed for close-quarters and fire small bolts of plasma contained within a short-lived S-Field. The plasma bolts travel a short distance of 12 meters before the S-Field is shut off and the plasma blooms. The pistols are loaded with a small canister, which stores the plasma before firing. Because of the size of the canister, the pistols can only fire continuously for up to 15 seconds before it has to recharge. There is an additional storage unit on the underside of the gun, below the barrel, filled with compressed gas, which allows the pistols to quickly reload and recharge. With this, each pistol has a maximum of 20 recharges before running out. The pistols themselves are equipped with their own small Seidrich-Tesla Drive that charges the plasma without using the Frame's main Drive.

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[spoiler=Miscellaneous:]
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  • -
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  • 2 weeks later...

[spoiler=Shayne Carson]

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“Whatever you need. Just let me know.”

 

Name: Shayne "Hound" Delia Carson

Age: 25

Gender: Female

Faction: TRAP

Occupation: Pilot

[spoiler=Appearance]

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While Shayne was never much of a go-getter when it came to personality, her leaders in APEX had always told her one thing: Dress for the job, but look damn good while doing it. It never made much sense to her, but who was she to argue? It certainly beat the rags she was used to dressing in when she lived in the streets, and Shayne had an awesome physique from the years of tough, physical labor. That being said, Shayne is a laborer and is most typically found in some form of fatigues or working clothes, just because that is what’s most comfortable for her when she’s on the job. Two notable pieces of accessory she’s commonly found wearing are safety goggles to avoid dust or sweat from getting into her eyes when she’s on the job, and a rusted cross she made out of some broken metal she got off a scrap job. Shayne isn’t particularly religious, but likes the idea behind wearing the symbol, and keeps it on damn near always. She’ll put makeup on when she’s got the time, and does whatever she can with her short, pink hair that she dyed herself when she had the money to start buying products, but most of the time the various hats and helmets she has to wear for her line of work end up messing it all up anyway, so a wild, untamed look really does suit her the best.

 

[spoiler=Personality]

Shayne was never much of a talker; truthfully, she never really had much motivation to do anything on her own. Her parents were possessively protective people, given that they were in a rough area, if you found anything, it was yours. Because of the restrictive nature of her parents, Shayne was often not given much of an opportunity to lead her own life; she was told what to do, and expected to do it well; she became rather good at that. If Shayne instigates anything without direction it would be an event worth documenting, simply because she does not see a need to do so; she will do whatever she is asked with extreme passion and effectiveness but feels no urge to take her own life by the reigns; after all, life has worked out one way or another as a follower, and there are enough leaders out there. In many ways, Shayne is almost robotic; she isn’t particularly emotive and is very detail oriented. She has a way of putting up this hard shell of efficiency, which does an excellent job of pushing people away from her very human, naturally existing feelings. At her core, Shayne is a bit of a softy, and she loves being a part of a team. Hell, she would kill to exist alongside the same group of people for her entire life, with very little change. Truth be told, she’s done much worse before to chase such a dream. Shayne isn’t exactly sure what she would like to do with her life when she is old, gray, and no longer capable of taking herself into the action, but there’s a distinct hope that she will be surrounded by people who care enough for her to help her make such a decision.

 

[spoiler=Biography]

Gold for brothers, blood for supporters. A phrase that modeled Shayne’s life as she knew it on the not-so-cozy shells. Despite what they would like you to think, life wasn’t exactly easy on these things. The rich continued to get richer while the poor suffered underneath; her parents were never much help either. They tried their best, but what life truly came down to was survival, and when their method of watching Shayne’s every move to keep her safe no longer benefitted their survival, the care became less and less important. As Shayne began to age, she realized why this was happening; nobody here was an idiot, and all parties involved knew exactly what was happening. Shayne would leave on her own terms at the much-too-young age of just fifteen, and it wouldn’t be long until she had troubles finding any food, water, or shelter. She thanked God every day after APEX found her, damn near rotting away in a gutter, hoping death would quell the hunger pains. APEX was a local gang from the shell, one that had recently become quite a nuisance for the enforcement of the area; they had taken up ripping off military shipments and selling them back through the black market to the next highest bidder. It had been a sweltering day in the dead of summer in the streets, and Shayne found herself supported by a dumpster, damn near dead of starvation when a couple of lowlifes from the gang itself found her there.

 

“Well, would you look at this Krauser; another one dying in the streets. Third one this week, I think! You reckon she’s got a necklace or somethin’?” the trio cackled in unison; Shayne would have rolled her eyes if she had the strength, but she had to use all she had left in her body to pull the jagged, rusty pipe out from behind her, and point it at them as a warning.

 

Don't... Come any closer…. I’ll swing.” Shayne was barely able to mutter out the words; her mouth felt like a desert. The trio had a hardy laugh in response to that one, was this dying teenager actually threatening them? Krauser put his hand on the first bandit’s chest and stepped forward to her.

 

“This one’s got a bit of spunk, does she? I can respect that. Tell you what kid, I’m feeling generous today, and we could use some fresh blood around the spot. Put the pipe down and follow us. You’ll have to walk yourself, though; I’m not feeling that nice.” Shayne always thought of that moment and wondered how on earth she ever found the strength to continue; suppose survival will do that to you. Krauser always teased her that the walk was only 5 minutes, but it felt like hours, trudging through the brutal heat while severely dehydrated, not even able to recall what the taste of her last meal was. Shayne remembered walking into the run down shack nearby where a bunch of APEX members had been cozying up around a keg. Krauser barked some orders and the men surrounding it ponied up spare water, and about a handful of jerky. There was more supplies to go around, sure, but she looked like hell, and they weren't exactly loyal to the girl. What did they have to gain by saving her life? While most humans would have savored every last crumb, Shayne was never like most humans. She pounded that food and drink back as fast as she could, anticipating they were just going to kill her after she was done anyhow. She would not make the mistake of not getting every last bit into her body. Despite her primal surge of energy to consume the rations in front of her, Shayne passed out quickly thereafter and woke in a bed in a much nicer environment. All she could really make out when she woke were flags and signs that all read "APEX: Fight for your leaders, bask in the brotherhood." Something about that had a nice ring to it. A brotherhood, you say? She was going to have meet these leaders, but if they were nice enough to save her life, maybe she could get some direction with them after all.

 

Shayne spent a little over 5 years of her life with APEX, climbing her way up the ladder like any hard-working, hyper-efficient worker would do. Because of her work ethic, it wasn’t long before she was on the scalping missions with the main crew; Shayne made for an excellent source of muscle on the job. For a girl that was found dying in the streets, she was damn good with a gun and was not afraid to get up close and personal with one either. Up until the day they were caught she was proud of her work on those missions and proud of the work the group had done. Sure, they were far from the most moral of missions, but the gang felt like family, and it felt damn good to do something, and watch everyone you love and care about benefit from it immediately. If Shayne had the opportunity to do it again, to take every bullet wound, every failed mission, every “running away from the force”, every post-mission party, every drunken escapade, every sleepless night… she would do it in a heartbeat.

 

It was the night before their biggest raid, and Shayne was sitting at the foot of her bed, looking at the torn up flak jacket on her wall; it had been damn near destroyed by bullet holes, but it was her lucky jacket. That jacket got retired during what would soon become their second biggest raid, which was, of course, the time they ripped off the von Drackenmoore company. The von Drackenmoores were in the middle of some real ugly drama with Terra Firma and the SAF, so there was no better time to rip them off. They were in charge of some real heavy stuff; whole Combat Frames were shipped out of the factory they were going to hit, so all the aces had been put on it; no kid gloves for something that serious. She never got to see what they ripped; it was pretty expensive stuff apparently, and she was shot up pretty good, but the paycheck… it was a taste of what APEX was looking to really get into. They weren’t just looking to rip scrap and low tier materials anymore. APEX could change wars with this stuff, build armies. It was clear to everyone involved that Lynx, their commander’s codename, was up to something real devious. The rest of the crew got shaky on his mission; it had become almost heretical. Shayne never questioned it; she owed him and his gang her life, and she wouldn’t turn that kind of faith away. Her resolve, along with some talk by the ever charismatic Lynx kept the group together. It felt like family again… one way or another, and it had stayed that way up until tonight.

 

Lynx had said that this job was different; it wasn’t another private factory, it wasn’t even a von Drackenmoore type of operation. Lynx had said they were going right to the source, to a military base. Lynx had told the aces that it was small, and a large shipment of men, and equipment, was going through restricted land, but it had to travel a large distance between both bases where the protection no longer reached them; it was always going to be the most dangerous part of their journey, and Lynx said other scalpers were planning to hit it. They would come out on top, and the shipment would be ours; the plan sounded so solid that the group thought it stupid to even consider saying no, especially when the numbers they were throwing around as a ballpark prize was being considered. When they arrived, however, things were much different than they had been told; it was quiet, and there was no shipment to be found.

 

“Lynx, man.. I don’t see a damn thing. You sure your intel was good?” the radio was silent. Shayne and her partner, Damien, began to get uneasy, “Lynx? You copy? Nothing here.”

 

It’s not like him to go silent… something’s up here. Any of the rest of you got anything?” Shayne turned around to the team, the engineers and scouts shook their heads, seemed like a complete dead zone, even the wheelmen were gone. It was about then that the sinking feeling set in, and a cold sweat pierced her skin. Have you ever realized something important was lost way after it was too late to fix it or do anything about it? That cold wash of disappointment, anger, happiness, and, the worst of all, fear. It consumed the area around them. Suddenly her ears were starting to ring from the panic. It was like Shayne had been dropped into an infinite pool of black. They were in the middle of a trap, and the whole team was there. How had they not seen this screwjob coming? A familiar voice came to her.

 

Hey, gang… Listen I told you there was gonna be a score, and hell, I wasn’t wrong. Turns out selling a gang of terrorists to an SAF contact pays real good. Thanks for the paycheck, gang. Your ride will be here any moment.” Lynx’s smooth voice came over the comms on an open channel, this was a setup the whole way. Shayne remembered the sounds of various gang members cursing Lynx and his mother over the radio, the feeling of impenetrable heat matched by the chills suddenly forcing their way up her spine. Everything started to move in slow motion for her as the various military vehicles and helicopters just poured out of the woodwork; they must have had another road in. That was the only explanation Shayne could devise as the various forms of enforcement poured into their perch. Shayne didn’t seek to make a fight out of this one; it was clear they were outgunned and outmanned. She simply dropped to her knees, and slid her trusted rifle out in front of her. Shayne winced at the sounds of some crew members desperately trying to make a fight out of it. Voices she had shared endless nights out drinking, success and failure both with were now screaming out in pain as blood colored the sand. Shayne felt a few tears slip from her eyes. How could Lynx betray them like this? Her thoughts were spinning... at least until the back of her head met the stock of an AR-15, and she was soon kissing the sand her friends and coworkers had freshly dusted for her.

 

The trial was long. Shayne couldn't possibly lie her way out of any charges or accusations. What was she supposed to say? That she was framed, so they should take pity on her? That even people with the moral absence of Shayne deserve the empathy of being backstabbed by a friend you trusted? Fat chance. The only thing keeping her from going to the chair and kissing her short life goodbye was that Shayne had always seen the inside of every operation and that her knowledge was useful for tying up security measures. After her period of useful interrogation at the stand was over, it seemed inevitable that she would be slaughtered and put six feet under. But that day never came. Shayne always seemed to get lucky when it came to facing death.

 

Fast forward four years and Shayne found herself locked up tight in a maximum security facility, serving a double life sentence on a whole boatload of charges, most of which were never actually true. It wasn’t until she was brought up to the stand that she had realized that APEX and Lynx had made a monster out of her, but the damage was already done. If this double life sentence was what it would take for her to hold on to a life that she had just begun to cherish, a monster she would be. Life in jail wasn't all that different from the gang life. Work out a lot, eat garbage food when they say you can have it, occasionally get into a massive brawl to assert your dominance, and always follow the strongest person in the room. Shayne was never the strongest willed person in the room, but she found friends quickly by being extremely effective at carrying out the wills of those stronger, just like it had in APEX. These skills were all she had, and she used them to the best of her ability because that’s what was asked of her. Turns out, that the trial combined with her continued questioning while serving jail time, Shayne had divulged enough information to send a knife right into the middle of the whole operation APEX was running, and it forced Lynx on the run. It shouldn’t have surprised Shayne that the method Lynx used to rat out his crew wasn’t legal, but the information and good behavior led to Shayne being assured that she would be given another opportunity at life on the right path… or so they say.

 

When Renner had first taken her for AMS testing, Shayne thought nothing of it; probably just an experimental thing that they wanted to test out on prisoners instead of “valuable human life”. She had heard of such a thing being the case from other prisoners, so Shayne just prepared herself for some kind of life altering pain and hoped she could get on with her life relatively okay. The real shock had come in the form of a few weeks later, when the officer in charge of her incarceration had come to her cell, along with some military personnel, to let her know that she was to serve out the remainder of her sentence, which by her count was another 46 years, as a member of an organization close to the SAF. The military officer had said that it came with some kind of clearance, and thus could not be discussed in person there at the facility. Upon further briefing in a more secure facility, Shayne was notified that she was now, more or less, an enlistee of 46 years to the SAF, serving under the Tactical Response Advance Platoon.

 

"You think you can handle being a killer for the good guys now, criminal? None of the gang stuff. Those days are over, and if they're not..." The man before her had pulled out a small pistol, and cocked it, "Let's just say you really want to get over those days."

 

“Whatever you need. Just let me know. You should know by now I'm not much of a rebel.” 

 

[spoiler=Machine: Fido]

Unit Model Number & Name: SC-001 Fido
Unit type: Specialized Isolation/Attack Combat Frame
Manufacturer: 
Faction(s): SAF/TRAP
Pilot(s)/Crew: 1 Pilot, cockpit located in Fido's barrel-like chest.
Overall Height: 8.64 m
Powerplant:
Top Speed: (running), (skating)
[spoiler=Image] yRBGz1H.jpg

[spoiler=Description]
Shayne had always functioned as a bit of a guard dog out in the battlefield during her days fighting on foot in APEX, and so the plan was to have her transition over to a much more literal interpretation of that role in TRAP. Fido is a machine designed to protect the leader of an operation, single out the most dangerous target, isolate that target, and eliminate it, with highly lethal melee range attacks and breakneck speed. Shayne's typical plan of action is to puncture a large hole in the target's armor with Fido's large Artillery Cannons, and close in on the target and attack that hole, like a dog on a wounded deer. Truth be told, Shayne's method of disabling a target is incredibly ruthless, but that's exactly the way she would have it.

[spoiler=Equipment & Features]

[spoiler=Armaments] Electron Bite Fangs, Electron Strike Claws (4) Double Barreled Anti-Armor Artillery Cannons (2)

Misc. info:

 

[spoiler=Skills/Specializations] Shayne is extremely calm in high-pressure situations and has shown excellent response time in reaction to spiked stress levels. For this reason, Shayne is rather adept at high speeds, and at finding tactical advantage when engaging an individual target.

 

[spoiler=Misc. info]

Shayne is an incredible cook, a skill she picked up from the more stewardly members of APEX.

Shayne is rather adept at steelwork.

 

 

 

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[spoiler=Adelheid]

Name: Adelheid Schwarzschild

Age: 29

Gender: Female

Faction: TRAP

Occupation: Pilot

[spoiler=Appearance]37df336c75f92c85e65ce2f4c9d6c9502ab1ca77

[spoiler=Personality]

Adelheid is a respectable woman in all accounts. Calm, cool, and honorable, she’s quite charismatic, and her colleague generally respected her. However, on occasions she would show her anger issues and while she would try her best to not explode over someone, she does try to find any opportunities to lash out privately if she could. She is also not really that personable and tend to be a loner in her spare time rather than hanging out with her team. Due to her issues with maintaining interaction with others, she's quite hopeless in romance, and has declared that her Frames are her true love.

 

She found the life on the battlefield to be thrilling, but is capable of maintaining her composure nevertheless even if her adrenaline's rushing. She enjoys piloting and combat in general, but after being placed in her new position she understands the need to suppress them to properly act as a leader. Though, she's still somewhat of a show off even now. Indeed, she was quite proud of her own piloting skill, especially since it is her true and only passion. She wouldn't be "Adelheid Schwarzschild" if she did not have those skills.

 

She kept her background as a Terran-born illegal immigrant a secret from her peers, but she does still care a lot about her family that she left behind, and wished that she could bring them to the Shells with her even with all the conflicts she had with her parents. She has tried to establish contact with them for a while to no avail, but it's more because contacting a plant worker out of many is hard, especially with the standard of living they're in barring them from the commonly used communication method that the Shell people use.

[spoiler=Biography]

Born from a Terran family, ever since she was young Adel was quite dissatisfied with life in the surface. The poor living condition and the tales she heard about how life were on the Shells further fueled her desire, despite the strong sentiment her family had against such wishes. Her father in the end decided to send her to be involved in one of the anti-SAF militia units nearby so to make her actually had a chance of improving the family life. She gained some training there, and she became involved in a few small scale guerilla attacks against SAF, but even she knew that most of those attacks were inconsequential at best.

 

At one point she decided that she had enough of that life, and deserted from the group. The only thing that were on her mind at the time was to smuggle herself into the Shells, and then live better from then on, and with some effort, she managed to get in by sneaking into a shipment session in one of the Shells. The success didn't last long however as she was found out not long after, and was thrown into prison.

 

After three months of rotting inside of the quite unpleasant prison, Adel was approached by someone that mentioned how she would be deported back to the surface soon, but to Adel's surprise, she was also offered a chance of staying if she was willing to be drafted. Without thinking about it more, she accepted the offer.

 

In practice, that offer ended up with her becoming more or less a glorified lab rat. While she did get the mandatory training that were issued to SAF's recruits, Adel spend most of her time being used to test various experimental products – from weapons to supplements to drugs. But despite of that, Adel perservered – her life was definitely improving compared to when she was in the surface, and despite not being able to have her family there, it was better than nothing.

 

It was around five years later that the San Loma attack happened. With the world being in the brink of a war, Adel ended up actually participating in combat, being deployed as fighter pilot. It didn't last for long though as the review of her combat data ended up with her piloting a Combat Frame instead after just a few months. She then showcased her natural skills at piloting, and began to carve her name as a formidable pilot that had won many engagements. During the few years she was deployed, her and her red Frame became quite infamous.

 

Fast forwards to a few years later, and Adel was approached by her commanding officer to try out the test for the very new SynCHRO system to see if she was compatible with it. The test was then carried out, but to Adel's chagrin, she only had the bare minimum of compatibility with it. Normally, such results would be the end of it, but after some talks, her commanding officer and the researchers decided to still give her a Synchro Frame in the end, seeing that despite the rather suboptimalness of doing that due to the expected performance, having a well-established and experienced pilot in one of the first publicly deployed Synchro Frames would lead to good publicity.

 

She didn't really appreciate the act at first, seeing it as some form of pitying from them, but she ended up accepting her new Frame in the end, and with some tuning done by herself, Adel made it somewhat more comfortable for her, even if she had to strip down some of the newer control system with the ones from her old CF that she was more familiar with. When TRAP was formed, she was then choosed as its face.

Machine: Multi-role Synchro Frame SFS-003 Avalon

[spoiler=Skills/Specializations]

Excellent Piloting Skill: A natural when it comes to handling machines.

Multi-role Adaptability: She has proven herself to be capable of fulfilling different kind of niches in combat, and she is very quick to adapt to any situations she found herself in.

Close Combat

Skilled hands: She's actually quite good with arts and crafts and handling delicate stuffs, and spent most of her spare time building models.

[spoiler=Miscellaneous]

She's addicted to one of the experimental drugs that was tested on her from a few years back. Despite the product ended up never properly being released, she regularly asked some of her contacts to deliver it to her.

 

[spoiler=The King's Throne]

Unit Model Number & Name: SFS-003 Avalon

Unit type: Multi-purpose Synchro Frame

Manufacturer: Strategic Research Institute (and Drachenmoore Armaments)

Faction(s): TRAP

Pilot(s)/Crew: Adelheid Schwarzschild

Overall Height: 14.7 m

Powerplant: Siedrich-Tesla Drive

Top Speed: 80 kph (running), 200-250 kph (skating)

[spoiler=Image]

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The paint scheme really is red, Adel just decided to use a more subdued red to distance this from her older, more beloved CF.

This is Avalon with its default loadout.

[spoiler=Description]

Avalon is one of the first Synchro Frames being manufactured, and as such, the base model lacked any specialization in mind outside of skating optimization, which was fine for Adelheid, who only did a few tuning to make it more fit for her use. While it was not optimized for any kind of purpose, it is capable of mounting different kinds of armaments and equipment and thus capable of fulfilling many different roles.

It does have a few unique thing with it, though. It has a pair of sub-arms located on its waist for utility purpose, and-

[spoiler=Equipment & Features]

[spoiler=Armaments]

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